Internet Learning Volume 4, Number 2, Fall 2015 | Page 87

Gamification Challenges and a Case Study in Online Learning Table 1 Method descriptors from gamification definitions in peer-reviewed empirical studies Grossman, and Fitzmaurice (2012) define it in terms of video-game elements used in non-game situations. Both studies employ a similar method in its definition (game elements vs. video-game elements) and a similar context (non-game applications vs. non-game situations). To explore these commonalities, the authors of this research study examined 47 peer-reviewed, empirical studies that were included in two meta-analyses (Seaborn 2015, Hamari, et al. 2014). Most of the 47 studies were obtained from the reference section of the meta-analyses using Google Scholar. Thirteen of the referenced studies were not available from Google Scholar and were retrieved electronically from the University of Colorado, Colorado Springs library computer system. Of these studies, 18 were excluded because they lacked a discernable definition of gamification. The definitional terms used in the remaining 29 articles were divided into three categories: method, context, and purpose. In this definition, the term game design elements (GDE) is not intended to describe a single method Defining Gamification by Method A matrix of the method descriptors used in the 29 papers is shown in Table 1. There is significant commonality in these methods, but this commonality becomes even more apparent when viewed through the lens of the gamification definition proposed by Deterding, Khaled, Nacke, and Dixon (2011, p. 2): “the use of game design elements in non-game contexts.” In this definition, the term game design elements (GDE) is not intended to describe a single method, as was Denny’s game elements. Instead, it incorporates five distinct GDE levels to be applied in 86