Knowra Gamification Gamification Gamification uses game-like elements in non-game contexts to encourage participation or behavior. It differs from making a complete game because it applies selected mechanics to an activity with another primary purpose.
Points (game design) : Points are numerical markers used in games and game-like systems to represent progress, performance, or achievement. They make actions countable and provide a common unit for tracking progress.
Self-determination theory : Self-determination theory explains motivation through the needs for autonomy, competence, and relatedness. It identifies psychological needs that gamified systems can support or frustrate.
Educational technology : Educational technology uses digital tools and systems to support teaching, learning, and assessment. Courses use game-like goals and feedback to sustain practice and make progress legible.
Game : A game is a structured activity involving rules, goals, and challenges, often undertaken for play or competition. Gamification borrows elements from games without necessarily turning the underlying activity into one.
Overjustification effect : The overjustification effect occurs when external rewards reduce a person’s intrinsic interest in an activity. Rewards can weaken voluntary interest when participants come to see the activity as a means to earn them.
Badges (achievement systems) : Badges are visible symbols awarded for completing tasks, demonstrating skills, or reaching milestones. They turn selected accomplishments into visible recognition.
Intrinsic motivation : Intrinsic motivation is the desire to do an activity for its inherent interest or satisfaction. Gamification can strengthen engagement, but controlling incentives can undermine this motivation.
Serious game : A serious game is a complete game designed primarily for purposes beyond entertainment, such as education or training. It pursues similar aims through a whole game rather than adding selected mechanics to an existing activity.
Play : Play is voluntary activity pursued for enjoyment, exploration, or expression, often within a flexible frame. Gamification can use playful features, but participation may be driven by obligations or external goals.
Social comparison : Social comparison is the evaluation of oneself by comparing abilities, achievements, or circumstances with others. Leaderboards make comparison explicit and can produce motivation, rivalry, or discouragement.
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