Gamification - this term is now on everyone's lips. But what is the theoretical background to this phenomenon? What motivates people to play? Which elements from games can be transferred to other contexts? Whilst some in the business world believe gamification can solve monumental problems facing humanity, many academics are critical of its practical application. In this thesis for the Department of Media and Information (2015), I examine the topic of gamification in greater depth. Drawing on expert interviews and the development of a game-theoretical framework, I examine successful examples of gamification and analyse individual game elements. The conclusion offers a decidedly critical perspective on the gamified society.
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