<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>10</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Deterding, Sebastian</style></author><author><style face="normal" font="default" size="100%">Dixon, Dan</style></author><author><style face="normal" font="default" size="100%">Khaled, Rilla</style></author><author><style face="normal" font="default" size="100%">Nacke, Lennart E</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From game design elements to gamefulness: defining &amp;quot;gamification&amp;quot;</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">https://doi.org/10.1145/2181037.2181040</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">MindTrek '11</style></pub-location><pages><style face="normal" font="default" size="100%">9-15</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as &quot;gamification&quot;, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how &quot;gamification&quot; relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate &quot;gamification&quot; and the historical origins of the term in relation to precursors and similar concepts. It is suggested that &quot;gamified&quot; applications provide insight into novel,&amp;nbsp;&lt;i&gt;gameful&lt;/i&gt;&amp;nbsp;phenomena complementary to playful phenomena. Based on our research, we propose a definition of &quot;gamification&quot; as&amp;nbsp;&lt;i&gt;the use of game design elements in non-game contexts&lt;/i&gt;.</style></abstract></record></records></xml>