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GAME THINKING
THE DIFFERENCES BETWEEN
GAMES, SERIOUS GAMES AND
GAMIFICATION.
Andrzej Marczewski’s Core Principles
of Gamification Series
The aim of this article is to present an umbrella
term for the use of games and game-like
solutions in non-game contexts.
Many people lump this all under Gamification. I
have chosen the term Game Thinking instead
and hopefully by the end of this, you will
understand why and also have a better
understanding of the differences between
games, gamification, serious games and more.
This presentation is based on my original blog
post found here -
https://www.gamified.uk/gamification-
framework/differences-between-gamification-
and-games/
DefinitionDefining Game Thinking
Defining Game Thinking
I define game thinking in the following way;
“The use of games and game-like approaches to solve
problems and create better experiences.”
It is broken down into 5 core categories: Game Inspired
design (Sometimes referred to as Gameful Design or
even Playful Design), Gamification, Simulation, Serious
Games and Games. Each of these is separated by 5 key
design considerations or intents: Game Thinking, Game
Elements, Virtual World, Game Play, Non-Purposeful.
These 5 categories are then further broken into sub-
categories, explained later.
Considerations and
Intentions
Defining the
Considerations and
Intentions of Game
Thinking
Game Elements
• These are the basic
trappings of games.
• They include things like
mechanics, dynamics,
tokens, schedules and so
on.
• This is the bare minimum
of design considerations
needed to create a
gamified solution.
Virtual World
• An environment that
either simulates the real
world or a fantasy world.
• Virtual Worlds often
have their own rules,
stories and mythologies.
• At a minimum they
abstract the player away
from reality in some way.
• The addition of a virtual
world can create
simulations.
Game Play
• This is a difficult concept
to define. This is the
“magic ingredient” in
real games.
• Having game elements
and a virtual world is not
enough for a game to
exist, there needs to be
specific challenges, goals
and rules designed to
engage the player.
Non-Purposeful
• A pure game, designed
for nothing other than
entertainment, for
example Call of Duty.
• There may be
educational or other
more purposeful by-
products of the design,
such as in Civilisation,
but the design intention
of the game is that of
entertainment.
• This is what separates
games from serious
games.
Game Thinking
Part of all 5 categories, defined as
“The use of games and game-like approaches to solve problems and create better experiences”,
it is the core principle of all of the Game Thinking based solutions. This way of thinking is what helps designers create game inspired
and gameful solutions.
Game Thinking
Breaking down Game
Thinking Categories and
Sub-Categories
Game Thinking and Game Based Solutions
Game Inspired / Gameful / Playful Design
Contains ideas and inspirations from games, but no actual
elements such as mechanics. Split here into 3 main sub-
categories.
• User Interface
• Interfaces that mimic games, such as HUD’s. Playful elements that don’t
alter the functionality of a product, but make it more fun.
• Aesthetic
• Artwork that makes a product look more like a game, or feel like a game
in some way.
• Narrative Tone
• The way content is written can affect the users experience. Simple tasks
can be made more epic if it is given a good narrative.
Gamification
• I define gamification as “The user of game elements and design
metaphors to create more game-like and engaging solutions”
• Here I have split gamification into two distinct types. Intrinsic or
deep and Extrinsic or trivial gamification.
• Intrinsic/Deep
• The use of intrinsic motivation (RAMP) blended with game
elements and ideas to create deeper experiences for users.
• Extrinsic/Trivial
• The addition of game elements such as points and leaderboards to
a product.
Simulation
• A simulation is a virtual representation of something from the real world, such as a
flight simulator. Often this can be hard to distinguish from a game or a serious game,
as they look very game like. The difference is that a simulation does not usually need
gameplay elements in order to function and fulfil its designed intent. It exists to
allow users to practice an activity in a safe environment.
• Simulations are not a new phenomenon either, with military simulations in one form
or another used since the start of organised warfare. The birth of modern wargames
and simulations has been credited to Herr von Reisswitz, Prussian War Counsellor
and his war game Kriegsspiel in 1812. This was a military game / simulation that
each regiment was encouraged to play on a regular basis to test out strategies and
tactics without having to risk troops.
• Simulations can take many forms; physical such as board games or role-playing,
digital like computer based flight simulations or business simulations, or blended
where you have a bit of both as in augmented reality.
Games
Games can be defined as “Voluntarily undertaking tasks within a system
constrained by a set of rules, to achieve a desirable outcome.” Here, I
have split them into 2 major and 1 minor sub-categories.
• Entertainment
• What most people would consider games. Call of duty, Civilization, World of
Warcraft – that sort of thing.
• Art
• More subjective than entertainment. I would consider a game such as Proteus
more art than game, some would not. That can be discussed elsewhere I am
sure!
• Advergames
• These are proper games that are created to advertise something. The game is
real, it plays like a game, but at some stage, it is being used to try and sell you
something.
Play and Toys
Play is a huge category that I have spent many, many pages
discussing.
You can find my core content on the topic in the following
slideshare https://www.slideshare.net/daverage/thoughts-on-play-
in-gamification
In brief:
• Play is a free-form activity that is undertaken because it brings fun
or joy. It contains inherent rules and meta-rules.
• Toys are objects, real or virtual, that have no extrinsic rules
attached to them and are played with during play or games.
The Game Thinking
Spectrum
The Game Thinking
Spectrum for Game
Based Solutions
• Aesthetic: At this end of the spectrum, the solutions share the look and at times the
feel of games, they are more “game-like” than they are game.
• Structure: Around the mid-point, the solution will not only have the look of a game,
they will also share structural comparisons. Challenges, narratives, scoring systems,
RPG elements, feedback, progress etc.
• Gameplay: As we move to the gameplay end of the spectrum, the solutions are
more game than game-like. They have true gameplay and all of the trappings one
would expect with a true game, whether it is for more serious purposes or for pure
entertainment.
All of these approaches flow between each other and can be mixed and matched in
any way needed to create the best solution for a client.
Get in Touch
Gamified.uk
@daverage
andrzej@gamified.uk
If you found this interesting and want to know more, get in
touch.
Check out my book, Even Ninja Monkeys Like to Play on
Amazon or my Website for even more content on player types,
motivation and gamification!

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Game thinking - Differences Between Games, Serious Games, Gamification and More.

  • 1. GAME THINKING THE DIFFERENCES BETWEEN GAMES, SERIOUS GAMES AND GAMIFICATION. Andrzej Marczewski’s Core Principles of Gamification Series
  • 2. The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts. Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more. This presentation is based on my original blog post found here - https://www.gamified.uk/gamification- framework/differences-between-gamification- and-games/
  • 4. Defining Game Thinking I define game thinking in the following way; “The use of games and game-like approaches to solve problems and create better experiences.” It is broken down into 5 core categories: Game Inspired design (Sometimes referred to as Gameful Design or even Playful Design), Gamification, Simulation, Serious Games and Games. Each of these is separated by 5 key design considerations or intents: Game Thinking, Game Elements, Virtual World, Game Play, Non-Purposeful. These 5 categories are then further broken into sub- categories, explained later.
  • 6. Game Elements • These are the basic trappings of games. • They include things like mechanics, dynamics, tokens, schedules and so on. • This is the bare minimum of design considerations needed to create a gamified solution. Virtual World • An environment that either simulates the real world or a fantasy world. • Virtual Worlds often have their own rules, stories and mythologies. • At a minimum they abstract the player away from reality in some way. • The addition of a virtual world can create simulations. Game Play • This is a difficult concept to define. This is the “magic ingredient” in real games. • Having game elements and a virtual world is not enough for a game to exist, there needs to be specific challenges, goals and rules designed to engage the player. Non-Purposeful • A pure game, designed for nothing other than entertainment, for example Call of Duty. • There may be educational or other more purposeful by- products of the design, such as in Civilisation, but the design intention of the game is that of entertainment. • This is what separates games from serious games. Game Thinking Part of all 5 categories, defined as “The use of games and game-like approaches to solve problems and create better experiences”, it is the core principle of all of the Game Thinking based solutions. This way of thinking is what helps designers create game inspired and gameful solutions.
  • 7. Game Thinking Breaking down Game Thinking Categories and Sub-Categories
  • 8. Game Thinking and Game Based Solutions
  • 9. Game Inspired / Gameful / Playful Design Contains ideas and inspirations from games, but no actual elements such as mechanics. Split here into 3 main sub- categories. • User Interface • Interfaces that mimic games, such as HUD’s. Playful elements that don’t alter the functionality of a product, but make it more fun. • Aesthetic • Artwork that makes a product look more like a game, or feel like a game in some way. • Narrative Tone • The way content is written can affect the users experience. Simple tasks can be made more epic if it is given a good narrative.
  • 10. Gamification • I define gamification as “The user of game elements and design metaphors to create more game-like and engaging solutions” • Here I have split gamification into two distinct types. Intrinsic or deep and Extrinsic or trivial gamification. • Intrinsic/Deep • The use of intrinsic motivation (RAMP) blended with game elements and ideas to create deeper experiences for users. • Extrinsic/Trivial • The addition of game elements such as points and leaderboards to a product.
  • 11. Simulation • A simulation is a virtual representation of something from the real world, such as a flight simulator. Often this can be hard to distinguish from a game or a serious game, as they look very game like. The difference is that a simulation does not usually need gameplay elements in order to function and fulfil its designed intent. It exists to allow users to practice an activity in a safe environment. • Simulations are not a new phenomenon either, with military simulations in one form or another used since the start of organised warfare. The birth of modern wargames and simulations has been credited to Herr von Reisswitz, Prussian War Counsellor and his war game Kriegsspiel in 1812. This was a military game / simulation that each regiment was encouraged to play on a regular basis to test out strategies and tactics without having to risk troops. • Simulations can take many forms; physical such as board games or role-playing, digital like computer based flight simulations or business simulations, or blended where you have a bit of both as in augmented reality.
  • 12. Games Games can be defined as “Voluntarily undertaking tasks within a system constrained by a set of rules, to achieve a desirable outcome.” Here, I have split them into 2 major and 1 minor sub-categories. • Entertainment • What most people would consider games. Call of duty, Civilization, World of Warcraft – that sort of thing. • Art • More subjective than entertainment. I would consider a game such as Proteus more art than game, some would not. That can be discussed elsewhere I am sure! • Advergames • These are proper games that are created to advertise something. The game is real, it plays like a game, but at some stage, it is being used to try and sell you something.
  • 13. Play and Toys Play is a huge category that I have spent many, many pages discussing. You can find my core content on the topic in the following slideshare https://www.slideshare.net/daverage/thoughts-on-play- in-gamification In brief: • Play is a free-form activity that is undertaken because it brings fun or joy. It contains inherent rules and meta-rules. • Toys are objects, real or virtual, that have no extrinsic rules attached to them and are played with during play or games.
  • 14. The Game Thinking Spectrum The Game Thinking Spectrum for Game Based Solutions
  • 15. • Aesthetic: At this end of the spectrum, the solutions share the look and at times the feel of games, they are more “game-like” than they are game. • Structure: Around the mid-point, the solution will not only have the look of a game, they will also share structural comparisons. Challenges, narratives, scoring systems, RPG elements, feedback, progress etc. • Gameplay: As we move to the gameplay end of the spectrum, the solutions are more game than game-like. They have true gameplay and all of the trappings one would expect with a true game, whether it is for more serious purposes or for pure entertainment. All of these approaches flow between each other and can be mixed and matched in any way needed to create the best solution for a client.
  • 16. Get in Touch Gamified.uk @daverage andrzej@gamified.uk If you found this interesting and want to know more, get in touch. Check out my book, Even Ninja Monkeys Like to Play on Amazon or my Website for even more content on player types, motivation and gamification!