Gamification+-+Further+Information

=Gamification - Further Information=

General sources

 * **Gamification wiki**
 * **Gamification MOOC** @https://class.coursera.org/gamification-2012-001 O//nline course run by Coursera and University of Pennsylvania, Aug-Sep 2012. Shared course wiki.//
 * Multiplayer classroom - Facebook group

Articles, papers, general

 * Anderson, S, Just One More Game…, New York Times Magazine, April 8, 2012
 * Bartle,R, Bartles 4 Original Player Types, 1996
 * Bogost,I, Persuasive Games: Exploitationware, Gamasutra, May 3, 2011
 * Deloitte, Gamification: Gaming Gets Serious, Tech Trends 2011
 * Deterding, S Pawned: Gamification and its Discontents (presentation), Playful 2010, September 24, 2010
 * Deterding, S et al, From Game Design Elements to Gamefulness: Defining “Gamification”, Proceedings of the 15th International Academic MindTrek Conference (2011)
 * Deterding, S, Meaningful Play: Getting Gamification Right, Google Tech Talk, January 24, 2011
 * Fogg, BJ, A Behavior Model for Persuasive Design, 2009
 * Freedman, D, The Perfected Self, The Atlantic, June 2012
 * Gottacon 2012 Learning through games, (panel discussion, mp3)
 * Hunicke, R et al, MDA: A Formal Approach To Game Design and Game Research, Proceedings of the Challenges in Game AI Workshop (2004)
 * Jo Kim,A, I (Heart) Collaborative Gaming, Google I/O 2012 Ignite Talk video
 * Jo Kim,A, Smart Gamification: Seven Core Concepts for Creating Compelling Experiences, 2001
 * Kamenetz, A, The Power of the Prize, Fast Company, May 1, 2008
 * Kohn, A, Studies Find Reward Often No Motivator, Boston Globe, January 19, 1987
 * Nicole Lazzaro, N, Why We Play Games: Four Keys to Emotion Without Story, March 8, 2004
 * Nicholson, S, A User-Centered Theoretical Framework for Meaningful Gamification, June 2012
 * Penenberg, A How Video Games are Infiltrating -- and Improving -- Every Part of Our Lives, Fast Company, December 13, 2010
 * Priebach, S, The Game Layer on Top of the World, TEDxBoston 2010 video
 * Rangaswami, JP, Does Gamification Create Real Business Value? Part 2, I-CIO, June 28, 2012
 * ROI Research, "Gaming for Good" report, register to download at @http://www.roiresearch.com/register.asp
 * Robertson, M, Can't Play, Won't Play, Hide&Seek Blog, October 6, 2010
 * Rypple, Work Better. Play Together? On Enterprise Gamification, March 11, 2011
 * Sheldon, L Gaming the classroom (blog)
 * Schell, J Design Outside the Box, 2010 DICE conference presentation video
 * Sheldon, L 'Turning classrooms into multiplayer games', Wired Academic (interview)
 * Smith,R, The Future of Work is Play, 2011
 * Venables, M, Class Realm is Gamifying the Classroom, Wired, July 2012

Articles, papers, MFL/ELT

 * Brown, D (2012) Talecrafters: A framework for gamifying the ELT classroom
 * Driver, P, The Irony of Gamification, Digital Debris (originally published in In English Digital) 2012
 * Stanley, G, Gamify your classroom with Chore Wars, Digital Play, 2011
 * Turner, R, Gamification in EAP (Bilkent University) - Pre-session video - Session video
 * York, J Gamification in Japan (blog) [|http://yorksensei.blogspot.com.es] (see also guest post on Digital Play)

Examples in Education

 * Class Dojo - Reward system for young learners (Digital Play article)

Examples in MFL/ELT

 * **Duolingo**, @http://duolingo.com //- help translate the Web and learn a language.// About //(FastCo Design article)//