Hello Mike, thanks a ton for answering on my question! Just recently I've read a dissertation by Gonzalo Frasca with a definition for the constructs Game and Play, which I find is very well derivated and accurate. Here is how the definition for Game goes according to Frasca: A game is to somebody an engaging activity in which players believe to have active participation and where they agree on a system of rules that assigns social status to their quantiﬁed performance. The activity constrains playersʼ immediate future to a set of probable scenarios, all of which they are willing to tolerate. http://www.powerfulrobot.com/Frasca_Play_the_Message_PhD.pdf It takes into account the player's individual point of view and many other important aspects and might help us to clear up what the game-context is. See you. : ]
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as far as I can see your definition of gamification is the most precise on the internet. However I have difficulties to understand the non-game context part of it:
You say: "the definition specifically states that gamification refers to those applications in a non-game context, where players don’t really know that they are actually playing a game."
So by non-game context you actually mean that the application which is to be gamified is not a game before being gamified, right?
In other words: If you use game attributes to drive game-like player behavior in a non-game context and "unintentionally" create a game - is that gamification or doesn't it fit into the definition here because of breaking out of the non-game context? Specificaly: What happens if suddenly the user understands that he is actually playing a game, is it then still non-game context? Is it still Gamification?
I actually thought that if you gamify something in a non-game context and it happens to you that you create a game where there was no game, than this is the best result you can achieve with Gamification.
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