Gamification and Beyond: The Case of Ludification

Bo Kampmann Walther*, Lasse Juel Larsen

*Corresponding author for this work

    Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review


    This paper discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around playful ways of creating and interacting with stories. The focus point is especially how traditional media such as tv-series and movies incorporate game-like structures into their narrative structure. This concerns both the narrative structures that users can and cannot interact with. Among other things, we consider a deep understanding of ludification vital for the more practically oriented approach to learning through (serious) games and game mechanics. Thus, this paper serves as a prolegomenon to the interpretation of works of ludification, as well as to the diverse field of deploying ludified material in didactical and pedagogical context.
    Original languageEnglish
    Title of host publicationGames and Learning Alliance : 9th International Conference, GALA 2020
    EditorsIza Marfisi-Schottman, Francesco Bellotti, Ludovic Hamon, Roland Klemke
    Publication date2020
    ISBN (Print)978-3-030-63463-6
    ISBN (Electronic)978-3-030-63464-3
    Publication statusPublished - 2020
    Event9th International Conference on Games and Learning Alliance - Laval, France
    Duration: 9. Dec 202010. Dec 2020
    Conference number: 9


    Conference9th International Conference on Games and Learning Alliance
    SeriesLecture Notes in Computer Science


    • Game design
    • Gamification
    • Learning
    • Ludification
    • Play theory


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