Gamification is a term used to refer to the practice of application of the attributes of video games in systems comprising of non-gaming systems. The eventual ideology behind the software application of gamification lies in breeding familiarity of the end user. The pillar behind the ideology of gamification is the (CHI) papers. For instance, the CHI 2003 paper elucidated the vitality of games in a learning environment, while the CHI 2011 workshop paper was a form of questioner for consideration in Non-gaming contexts (Gray, Brown, & Macanufo, 2010). This paper elaborates on the essence of these CHI papers.

Using Game Design Elements in Non-Gaming Contexts

Although the CHI 2003 paper veered into the essence of games in a learning environment, there was the need for elucidation of the rules to be followed during the learning process. The need for synthesizing the rules of the games in a learning process is to create uniformity in the gamification effect. Additionally, the papers should have focused on interface training of the end users for the designed software programs. This is geared towards increasing the formal participation and consequent creation of harmony among the online communities (D'Atri, 2011).

On the other hand, the CHI 2011 workshop papers provided questions in line with the applications of gamification. Some of the evident questions included, “What is the current state of research surrounding gamification?” In response to this, it is evident that there is intensive research, whose implications have seen the upsurge of online communities like face book. On the other hand, the question, “Which existing approaches are well-suited to study and model gamified information systems?” perceives a response, which culminates in, the identification of synergies and the basic opportunities for betterment of research as the best approach in the study of gamification (D'Atri, 2011).


For the future development of the system applications of gamification, there is need for the improvement of the nature of the study questions, which directly address the constraints of gamification development. For instance, “state the impact of formulation of rules for the application of games in a learning environment? (Gray, Brown, & Macanufo, 2010)”

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