Some may wonder: "What exactly is gamification?" That's a good question and in a nutshell it is using game design techniques and mechanics for non-game ends. Gamification is "interactive online design that plays on people's competitive instincts and often incorporates the use of rewards to drive action." These rewards are often virtual points, payments, badges, discounts, "free" gifts or status indicators. The phenomenon of gamification is on the rise, and this research report from the Pew Internet & American Life Project explores this rather interesting trend. Released in May 2012, the report, authored by Janna Anderson and Lee Rainie, uses a range of survey questions and studies to look into how this trend may positively affect education, health, business, and training. The report also quotes experts and study participants to better understand how gamification may also lead to "invisible, insidious behavioral manipulation."


  • Educational Technology > General
  • Health > General
  • Social Studies > General
  • Education > General

Education Levels:


    Vocational Education,NSDL,oai:nsdl.org:2200/20120928105701570T,Life Science,Social studies -- Human behavior,Health,Educational Technology,Social studies,Education,Social Sciences,NSDL_SetSpec_internetscout



    Access Privileges:

    Public - Available to anyone

    License Deed:

    Creative Commons Attribution Non-Commercial Share Alike


    This resource has not yet been aligned.
    Curriki Rating
    'NR' - This resource has not been rated
    'NR' - This resource has not been rated

    This resource has not yet been reviewed.

    Not Rated Yet.

    Non-profit Tax ID # 203478467