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Table 9.1 Levels of game design elements by Deterding et al. [ 6 ]
Level
Description
Example
Game interface design
patterns
Common, successful interaction design
components and design solutions for a
known problem in a context, including
prototypical implementations
Badge, leaderboard, level
Game design patterns
and mechanics
Commonly reoccurring parts of the
design of a game that concern gameplay
Time constraint, limited
resources, turns
Game design principles
and heuristics
Evaluative guidelines to approach a
design problem or analyze a given design
solution
Enduring play, clear goals,
variety of game styles
Game models
Conceptual models of the components of
games or game experience
MDA; challenge, fantasy,
curiosity; game design
atoms; CEGE
Game design methods Game design-specific practices and
processes
Playtesting, playcentric
design, value conscious
game design
9.2.3 User Types
Designing gamification is also always a user-oriented process. This is due to the
fact that users are all individuals driven by different input factors like age, gender,
education, social skills, and cross-cultural influences [ 11 , 17 , 35 - 37 ]. In the game
world this is considered by several player typologies developed on user observations
and in-game behavior. Hamari et al. [ 14 ] list existing game player typologies. They
state that player types have their legitimation because of the different behavior and
motivation of players. It is a widespread assumption that also for the gamification
scenario such types of players, respectively, users can be applied. Although many
player typologies exist we argue that it is hard to map them to one or more spe-
cific game design elements. Beyond that, such types could change over time which
seems to be a central criticism on player typologies [ 14 ]. Furthermore, we argue that
applying a set of game design elements to cover all different types in a gamification
scenario could have negative influence on each other.
9.2.4 Gamification in the Workplace
Various studies have been performed that indicate that gamification has a favor-
able effect on the use of enterprise systems. In [ 24 ], Dugan et al. describe the
transformation of an enterprise bookmarking system into a guessing game called
Dogear. In this game, bookmarks and their tags are displayed on screen and the play-
ers have to guess, who created this bookmark. If they guess the correct creator of the
bookmark, the players can gain points. The Dogear game is inspired by von Ahn's
ESP game [ 34 ] where users gain points when they use the same tags to describe
 
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