Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
15th Annual Conference
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The Self-Initiated Gamification Awards: Five Years of Domestic Case Collection and Dissemination Efforts
*Yoshihiro KISHIMOTO*Masayuki HARA*Yuki TANAKA
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 70-73

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Abstract
The Japan Gamification Association has been hosting the “Self-Initiated Gamification Awards” annually since 2020, with the aim of collecting and promoting gamification cases within Japan. This paper reflects on five years of activities, examining the trends and characteristics of the submitted cases, concrete achievements in spreading gamification, and challenges for the future. The awards aim to uncover innovative examples, raise awareness of gamification, collect case studies, and foster community building. From 2020 to 2024, a total of 197 services were nominated, and the award-winning cases demonstrated a wide range of applications across various fields. The unique “self-initiated” format placed a strong emphasis on experiential value during the selection process. However, challenges remained regarding fairness and consistency in the selection process.
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© 2025 Digital Research Association JAPAN

この記事はクリエイティブ・コモンズ [表示 4.0 国際]ライセンスの下に提供されています。
https://creativecommons.org/licenses/by/4.0/deed.ja
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