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This lecture explores the origins of gamification in commercial contexts, tracing its evolution from productivity games to applied gaming. It delves into the professionalization of digital games in esports, the economy of gaming, and the blurring lines between work and play. The concept of gamification is defined as the use of game design elements in non-game contexts, with a critical examination of its implications. The lecture also discusses the dissonant voices in the field, highlighting critiques that question the true nature and intentions behind gamification. Additionally, it covers common design patterns, game design principles, and evaluation methods used in gamification projects.