The second gamification twitter hour on #definegamification happened on the 26/04/2016. It was created to debate how the future of gamification will be defined, or if its current definition is sufficient. Below are some of the highlights. Look here for more details on how GamFed defines gamification: http://gamfed.com/gamification-definition/
More info about the event: http://gamfed.com/event/defining-gamification-twitter-hour/
The event was kicked off with this question, and quickly developed into a full debate.
Are current definitions for #gamification too specific? #definegamification #GamFed
— Pete Jenkins (@petejenkins) April 26, 2016
If you would like to see the full debate, just search #definegamification in Twitter.
I suggest a broader 'Learning from everything that makes games engaging & applying that to non-game contexts' #definegamification
— Pete Jenkins (@petejenkins) April 26, 2016
@petejenkins if the definition is too broad, it's less useful because it doesn't really say anything #definegamification
— Gustavo Tondello (@GustavoTondello) April 26, 2016
Should gamification stick to its use of “game design metaphors” or be a catch all term for all things fun? #definegamification @petejenkins
— GAMIFICATION+ (@gamifiplus) April 26, 2016
@gamifiplus @petejenkins I think it should stick to a definite use. 'Fun' already serves as a catch-all term. #definegamification
— Gustavo Tondello (@GustavoTondello) April 26, 2016
An improvement to #definegamification could be to better understand and refer to the 'gameful experience'. What makes it unique?
— Gustavo Tondello (@GustavoTondello) April 26, 2016
@petejenkins gameful or game-like might be seen as synonymous? #definegamification
— Gustavo Tondello (@GustavoTondello) April 26, 2016
Thanks for joining in #definegamification @GustavoTondello @daverage @v_gkogkidis @gamifiplus @ercanaltug @GamificationIns see you next time
— GamFed (@GamFed) April 26, 2016