- Gamification: use of game mechanics (points, badges, levels, rewards, leaderboard, quests, challenges) and game experiences (safe space, immersion, exploration, competition, narration) to engage and motivate people to learn something.
- Role-play: pretense attitude in which the player takes the role, skills and personality of himself (or another person) in a simulated situation for preparing himself or improving his abilities.
- A lot of studies (2300+) were recently made on gamification (since 2010, with a hype peak in 2015). They are mostly in computer science (74%) and engineering (15%), reflecting a strong aspect of digital/computer-based gamification, so showing few synchronized interpersonal interactions.
- A lot of studies (c. 6500+) were also made on role-play in education (since 1968, with two peaks : 1989-1992 and 2011). They are mostly in medecine and nursing training (87%).
I define roleplayification as :
- The use of mechanics and experiences taken from role-playing a character
- personality taking
- perspective taking
- public talking, debating,
- active listening, cold reading
- ... in a simulated playful game situation
- larp style: direct talking, permanent acting, no ellipse
- tabletop style: more metagaming, possibility of indirect talking/ acting, ellipses
- ... to engage and motivate a group of people (through synchronized interpersonal interactions)
- ... to learn something
- raising awareness
I discarded all other RPG aspects unrelated to playing a role : points, levels, quests, narration, safe space, immersion,…
* Source: www.Scopus.com, function Analyze results
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