TY - CHAP AB - Gamification, the integration of game mechanics to influence behavior and engagement, is a much-touted method of improving participant action. Characteristics of online video games (e.g., World of Warcraft, Farmville, The Sims) have been shown to improve motivation, sustain learner engagement, and increase satisfaction. Gamification is used in websites, businesses, medicine, law enforcement, and increasingly in education. However, gamification is only beneficial to an activity if the relationship between the activity and the final goal are understood. This chapter looks at the gamification in education, in particular second language acquisition, and examines seven basic game mechanics: achievement, appointment, rewards, leaderboards, privacy, social engagement loops (or viral mechanics), and modifiers. The discussion describes implementation of game mechanics and potential pitfalls of gamification. VL - 6 Part C SN - 978-1-78190-241-7, 978-1-78190-240-0/2044-9968 DO - 10.1108/S2044-9968(2012)000006C006 UR - https://doi.org/10.1108/S2044-9968(2012)000006C006 AU - DuBravac Stayc ED - Charles Wankel ED - Patrick Blessinger PY - 2012 Y1 - 2012/01/01 TI - Game Mechanics for Classroom Engagement T2 - Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation T3 - Cutting-Edge Technologies in Higher Education PB - Emerald Group Publishing Limited SP - 67 EP - 94 Y2 - 2024/04/25 ER -