{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,15]],"date-time":"2026-01-15T08:33:00Z","timestamp":1768465980912,"version":"3.49.0"},"reference-count":27,"publisher":"IGI Global","isbn-type":[{"value":"9781799880899","type":"print"},{"value":"9781799880912","type":"electronic"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2022]]},"abstract":"<jats:p>Computer science education has always been a challenging topic for both sides of the trench: educators and learners. Nowadays, with the pandemic state that we are facing, these challenges are even greater, leading educators to look for strategies that promote effective virtual learning. One of such strategies includes the use of game mechanics to improve student engagement and motivation. This design strategy is typically called gamification. Nowadays, gamification is being seen as the solution to solve most of the issues related to demotivation, complexity, or tedious tasks. In the latest years, we saw thousands of educational applications being created with gamification in mind. Nevertheless, this has been an unsustainable growth with ad hoc designs and implementations of educational gamified applications, hampering interoperability and the reuse of good practices. This chapter presents a systematic study on gamification standardization aiming to characterize the status of the field, namely describing existing frameworks, languages, services, and platforms. <\/jats:p>","DOI":"10.4018\/978-1-7998-8089-9.ch001","type":"book-chapter","created":{"date-parts":[[2021,9,28]],"date-time":"2021-09-28T17:16:28Z","timestamp":1632849388000},"page":"1-13","source":"Crossref","is-referenced-by-count":6,"title":["A Primer on Gamification Standardization"],"prefix":"10.4018","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-1985-6285","authenticated-orcid":true,"given":"Ricardo Alexandre Peixoto de","family":"Queiros","sequence":"first","affiliation":[{"name":"ESMAD, Polytechnic Institute of Porto, Portugal"}]},{"given":"M\u00e1rio","family":"Pinto","sequence":"additional","affiliation":[{"name":"ESMAD, Polytechnic Institute of Porto, Portugal"}]},{"given":"Alberto","family":"Sim\u00f5es","sequence":"additional","affiliation":[{"name":"Polytechnic Institute of C\u00e1vado and Ave, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2181-6837","authenticated-orcid":true,"given":"Carlos Filipe","family":"Portela","sequence":"additional","affiliation":[{"name":"University of Minho, Portugal"}]}],"member":"2432","reference":[{"key":"978-1-7998-8089-9.ch001.-1","doi-asserted-by":"publisher","DOI":"10.1109\/DGRC.2018.8712040"},{"key":"978-1-7998-8089-9.ch001.-2","doi-asserted-by":"publisher","DOI":"10.15446\/dyna.v84n200.54017"},{"key":"978-1-7998-8089-9.ch001.-3","doi-asserted-by":"publisher","DOI":"10.1109\/SeGAH.2013.6665300"},{"key":"978-1-7998-8089-9.ch001.-4","author":"Y.Chou","year":"2015","journal-title":"Actionable gamification - beyond points, badges, and leaderboards. Technical report"},{"key":"978-1-7998-8089-9.ch001.-5","author":"C.Crawford","year":"1984","journal-title":"The Art of Computer Game Design"},{"key":"978-1-7998-8089-9.ch001.-6","doi-asserted-by":"crossref","unstructured":"Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034.","DOI":"10.1109\/HICSS.2014.377"},{"key":"978-1-7998-8089-9.ch001.-7","doi-asserted-by":"crossref","unstructured":"Herzig, P., Jugel, K., Momm, C., Ameling, M., & Schill, A. (2013). Gaml - A modeling language for gamification. 2013 IEEE\/ACM 6th International Conference on Utility and Cloud Computing, 494-499.","DOI":"10.1109\/UCC.2013.96"},{"key":"978-1-7998-8089-9.ch001.-8","first-page":"162","article-title":"Sysml requirements for training game design.","author":"D.Hetherinton","year":"2014","journal-title":"17th International IEEE Conference on Intelligent Transportation Systems (ITSC)"},{"key":"978-1-7998-8089-9.ch001.-9","unstructured":"Hunicke, R., Leblanc, M., & Zubek, R. (2004). Mda: A formal approach to game design and game research. AAAI Workshop - Technical Report, 1."},{"key":"978-1-7998-8089-9.ch001.-10","unstructured":"Intelligence, M. (2020). Gaming Market - Growth, Trends, Forecasts (2020 - 2025).https:\/\/www.researchandmarkets.com\/reports\/4845961\/gaming-market-growth-trends-forecasts-2020"},{"key":"978-1-7998-8089-9.ch001.-11","doi-asserted-by":"publisher","DOI":"10.1109\/SeGAH.2014.7067106"},{"key":"978-1-7998-8089-9.ch001.-12","author":"K.Julius","year":"2013","journal-title":"Designing gamification. Technical report"},{"key":"978-1-7998-8089-9.ch001.-13","unstructured":"Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (pp. 65-80). CreateSpace Independent Publishing Platform."},{"key":"978-1-7998-8089-9.ch001.-14","doi-asserted-by":"publisher","DOI":"10.1109\/VS-GAMES.2015.7295760"},{"key":"978-1-7998-8089-9.ch001.-15","doi-asserted-by":"publisher","DOI":"10.3390\/systems7010013"},{"key":"978-1-7998-8089-9.ch001.-16","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-030-72654-6_46"},{"key":"978-1-7998-8089-9.ch001.-17","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-27653-3_19"},{"key":"978-1-7998-8089-9.ch001.-18","doi-asserted-by":"publisher","DOI":"10.1145\/2899415.2899441"},{"key":"978-1-7998-8089-9.ch001.-19","doi-asserted-by":"publisher","DOI":"10.4018\/978-1-5225-1034-5.ch001"},{"key":"978-1-7998-8089-9.ch001.-20","doi-asserted-by":"crossref","unstructured":"Queir\u00f3s, R. A. P. (2017). A survey on game backend services. In Gamification- Based E-Learning Strategies for Computer Programming Education. IGI Global.","DOI":"10.4018\/978-1-5225-1034-5.ch001"},{"key":"978-1-7998-8089-9.ch001.-21","doi-asserted-by":"publisher","DOI":"10.1386\/jgvw.6.2.159_1"},{"key":"978-1-7998-8089-9.ch001.-22","doi-asserted-by":"publisher","DOI":"10.1016\/j.bushor.2015.03.006"},{"key":"978-1-7998-8089-9.ch001.-23","doi-asserted-by":"publisher","DOI":"10.22215\/timreview\/918"},{"key":"978-1-7998-8089-9.ch001.-24","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2014.09.006"},{"key":"978-1-7998-8089-9.ch001.-25","doi-asserted-by":"publisher","DOI":"10.1016\/j.procs.2018.07.248"},{"key":"978-1-7998-8089-9.ch001.-26","doi-asserted-by":"publisher","DOI":"10.3390\/info11060287"},{"key":"978-1-7998-8089-9.ch001.-27","unstructured":"Swacha, J., Queir\u00f3s, R., Paiva, J. C., Leal, J. P., Kosta, S., & Montella, R. (2020b). A roadmap to gamify programming education. In First International Computer Programming Education Conference, ICPEC 2020. Schloss Dagstuhl - Leibniz-Zentrum fur Informatik."}],"container-title":["Advances in Human and Social Aspects of Technology","Next-Generation Applications and Implementations of Gamification Systems"],"original-title":[],"link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=289769","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2021,9,28]],"date-time":"2021-09-28T17:16:44Z","timestamp":1632849404000},"score":1,"resource":{"primary":{"URL":"http:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/978-1-7998-8089-9.ch001"}},"subtitle":[""],"short-title":[],"issued":{"date-parts":[[2022]]},"ISBN":["9781799880899","9781799880912"],"references-count":27,"URL":"https:\/\/doi.org\/10.4018\/978-1-7998-8089-9.ch001","relation":{},"ISSN":["2328-1316","2328-1324"],"issn-type":[{"value":"2328-1316","type":"print"},{"value":"2328-1324","type":"electronic"}],"subject":[],"published":{"date-parts":[[2022]]}}}