{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,11]],"date-time":"2026-03-11T23:13:32Z","timestamp":1773270812221,"version":"3.50.1"},"reference-count":115,"publisher":"PeerJ","license":[{"start":{"date-parts":[[2026,3,11]],"date-time":"2026-03-11T00:00:00Z","timestamp":1773187200000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0"}],"funder":[{"name":"Federal Ministry of Education and Research of Germany","award":["16INB2011B"],"award-info":[{"award-number":["16INB2011B"]}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"abstract":"<jats:p>The successful implementation of gamification requires a comprehensive understanding of game design elements, yet existing compilations often lack empirical rigor. Also, while the interplay of individual elements has been considered relevant, there is a lack of methods for combining them. One of the challenges in systematically extracting game design elements is the lack of access to computer game source code. Instead, game design elements are mostly compiled based on subjective experience or literature research. In order to overcome this obstacle, this article uses board game manuals as a new approach. It presents an artificial intelligence (AI)-based analysis of 8,300 board game manuals, identifying 97 detailed game design elements and their interactions as game design molecules. These findings form the EMPAMOS framework, offering precise descriptions of elements and combinations for gamification and game design. Its relevance is demonstrated through a survey and case studies in social work, museum exhibitions, and higher education, showcasing its innovative and practical applicability. The EMPAMOS framework serves as a systematic guideline for gamification and game design in research and practice.<\/jats:p>","DOI":"10.7717\/peerj-cs.3633","type":"journal-article","created":{"date-parts":[[2026,3,11]],"date-time":"2026-03-11T08:05:01Z","timestamp":1773216301000},"page":"e3633","source":"Crossref","is-referenced-by-count":0,"title":["AI-driven game design: the EMPAMOS gamification framework"],"prefix":"10.7717","volume":"12","author":[{"given":"Thomas","family":"Voit","sequence":"first","affiliation":[{"name":"Computer Science Department, Technische Hochschule N\u00fcrnberg Georg Simon Ohm, Nuremberg, Bavaria, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-9943-0382","authenticated-orcid":true,"given":"Athanasios","family":"Mazarakis","sequence":"additional","affiliation":[{"name":"Ministry of General Education and Vocational Training, Science, Research and Culture of the Land Schleswig-Holstein, Kiel, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Paula","family":"Br\u00e4uer","sequence":"additional","affiliation":[{"name":"Computer Science Department, Christian-Albrechts-Universit\u00e4t Kiel, Kiel, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"4443","published-online":{"date-parts":[[2026,3,11]]},"reference":[{"issue":"12","key":"10.7717\/peerj-cs.3633\/ref-1","doi-asserted-by":"publisher","first-page":"7082","DOI":"10.3390\/app13127082","article-title":"Re-thinking data strategy and integration for artificial intelligence: concepts, opportunities, and challenges","volume":"13","author":"Aldoseri","year":"2023","journal-title":"Applied Sciences"},{"key":"10.7717\/peerj-cs.3633\/ref-2","volume-title":"A pattern language: towns, buildings, construction","author":"Alexander","year":"1977"},{"key":"10.7717\/peerj-cs.3633\/ref-3","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/ICMCS.2018.8525900","article-title":"Gamification design frameworks: a systematic mapping study","author":"Azouz","year":"2018"},{"issue":"1","key":"10.7717\/peerj-cs.3633\/ref-4","doi-asserted-by":"publisher","first-page":"102506","DOI":"10.1016\/j.jretconser.2021.102506","article-title":"The role of culture and personality traits in board game habits and attitudes: cross-cultural comparison between Denmark, Germany, and USA","volume":"61","author":"Bar","year":"2021","journal-title":"Journal of Retailing and Consumer Services"},{"key":"10.7717\/peerj-cs.3633\/ref-5","volume-title":"Pattern language for game design","author":"Barney","year":"2021"},{"issue":"1","key":"10.7717\/peerj-cs.3633\/ref-6","article-title":"Hearts, clubs, diamonds, spades: players who suit muds","volume":"1","author":"Bartle","year":"1996","journal-title":"Journal of Virtual Environments"},{"key":"10.7717\/peerj-cs.3633\/ref-7","doi-asserted-by":"crossref","DOI":"10.1609\/icwsm.v3i1.13937","article-title":"Gephi: an open source software for exploring and manipulating networks","author":"Bastian","year":"2009"},{"key":"10.7717\/peerj-cs.3633\/ref-8","first-page":"145","article-title":"A design pattern approach for multi-game level generation","author":"Beaupre","year":"2018"},{"key":"10.7717\/peerj-cs.3633\/ref-9","article-title":"Gameplay design patterns collection","author":"Bj\u00f6rk","year":"2022"},{"key":"10.7717\/peerj-cs.3633\/ref-10","volume-title":"Patterns in game design","author":"Bj\u00f6rk","year":"2005"},{"issue":"4","key":"10.7717\/peerj-cs.3633\/ref-11","doi-asserted-by":"publisher","first-page":"275","DOI":"10.1007\/s12599-013-0273-5","article-title":"Design of IT-based enhancing services for motivational support and behavioral change","volume":"5","author":"Blohm","year":"2013","journal-title":"Business & Information Systems Engineering"},{"key":"10.7717\/peerj-cs.3633\/ref-12","article-title":"Browse board game mechanics | BoardGameGeek","author":"BoardGameGeek","year":"2025"},{"key":"10.7717\/peerj-cs.3633\/ref-13","volume-title":"Game play: paratextuality in contemporary board games","author":"Booth","year":"2015"},{"key":"10.7717\/peerj-cs.3633\/ref-14","first-page":"229","article-title":"Badges or a Leaderboard? 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