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From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems

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  • Amon Rapp

Abstract

Background . Gamification commonly uses a limited set of design elements to enhance applications and services in a variety of contexts, such as learning, health and work. However, gamification techniques are based on well-established design practices and rarely new game elements are added to the catalogue available to gamification designers. Aim . This article enriches such catalogue by taking inspiration from WORLD OF WARCRAFT (WoW). Specifically, it focuses on WoW’s rewards to show how games are capable of creating complex and diversified design elements that may have different impacts on players. Method . Through an ethnographic study , this article defines a classification of WoW’s rewards based on the values that players ascribe to them, as well as on the effects that such incentives produce on players’ experience. Results . Starting from these findings, the article describes a series of design considerations for using rewards in different application fields, such as learning and behavior change. Conclusions . The considerations can be usefully applied to the gamification domain, as well as to the design of games with serious purposes.

Suggested Citation

  • Amon Rapp, 2017. "From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems," Simulation & Gaming, , vol. 48(3), pages 381-401, June.
  • Handle: RePEc:sae:simgam:v:48:y:2017:i:3:p:381-401
    DOI: 10.1177/1046878117697147
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    References listed on IDEAS

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    1. Margit Osterloh & Bruno S. Frey, 2000. "Motivation, Knowledge Transfer, and Organizational Forms," Organization Science, INFORMS, vol. 11(5), pages 538-550, October.
    2. Amon Rapp, 2015. "A Qualitative Investigation of Gamification: Motivational Factors in Online Gamified Services and Applications," International Journal of Technology and Human Interaction (IJTHI), IGI Global Scientific Publishing, vol. 11(1), pages 67-82, January.
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    Cited by:

    1. Nur Ain Faiqah Zamri & Adibah Abu Bakar & Syazwan Saidin, 2025. "Development and Evaluation of Mamaxgenius as Teaching and Learning Tool to Understand Maternal Effects," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(1), pages 5165-5174, January.
    2. J. Tuomas Harviainen, 2017. "Editorial: Expanding the Borders of Simulation/Gaming," Simulation & Gaming, , vol. 48(3), pages 295-298, June.

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