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+ 
Gamification ecosystems 
Miroslav Minović, Miloš Milovanović 
University of Belgrade
+ 
Introduction 
 Major aim of this track is to bring actual theoretical and applied 
research in the field of game application and development in 
different areas, such as education and training, business, 
marketing, product development, group problem solving, etc.
+ 
Gamification 
 After initial exploitation of serious, new term of gamification 
emerged, as the use of game thinking and game mechanics 
in non-game contexts to engage users in solving problems 
 Serious games can be described as developing and applying 
games for “serious stuff”. On the other hand, gamification is the 
use of game design elements in non-leisure contexts
+ 
Gamification ecosystems 
 Rather than to talk about one kind of game or game system, we 
decided to use term ecosystem 
 That is to integrate different approaches and orchestrate 
different tools in order to make them work together 
 Aim of gamification ecosystems is to provide an environment 
that is both fun and enables the achievement of learning 
goals.
+ 
Conclusion 
 There is still no consensus even about answering the question 
is it effective to apply games for anything else except for fun 
 No widely accepted ontology in the domain 
 No unified methodological approach to the development and 
application of games in different context 
 Major aim of gamification ecosystems track is to try to find an 
answer to these questions, as well as to raise awareness of 
emerging possibilities to use games in non-leisure context
+ 
Special Issue 
 The selected papers in this track will be invited to prepare and 
submit an extended version to be considered, after a new peer 
review, for publication in a Special Issue of Gamification in 
Engineering Education in International Journal of 
Engineering Education 
 Call for papers with all details can be found here: www.ijee.ie

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Presentation: Gamification ecosystems

  • 1. + Gamification ecosystems Miroslav Minović, Miloš Milovanović University of Belgrade
  • 2. + Introduction  Major aim of this track is to bring actual theoretical and applied research in the field of game application and development in different areas, such as education and training, business, marketing, product development, group problem solving, etc.
  • 3. + Gamification  After initial exploitation of serious, new term of gamification emerged, as the use of game thinking and game mechanics in non-game contexts to engage users in solving problems  Serious games can be described as developing and applying games for “serious stuff”. On the other hand, gamification is the use of game design elements in non-leisure contexts
  • 4. + Gamification ecosystems  Rather than to talk about one kind of game or game system, we decided to use term ecosystem  That is to integrate different approaches and orchestrate different tools in order to make them work together  Aim of gamification ecosystems is to provide an environment that is both fun and enables the achievement of learning goals.
  • 5. + Conclusion  There is still no consensus even about answering the question is it effective to apply games for anything else except for fun  No widely accepted ontology in the domain  No unified methodological approach to the development and application of games in different context  Major aim of gamification ecosystems track is to try to find an answer to these questions, as well as to raise awareness of emerging possibilities to use games in non-leisure context
  • 6. + Special Issue  The selected papers in this track will be invited to prepare and submit an extended version to be considered, after a new peer review, for publication in a Special Issue of Gamification in Engineering Education in International Journal of Engineering Education  Call for papers with all details can be found here: www.ijee.ie