{"data":{"id":"10.6084/m9.figshare.1416128","type":"dois","attributes":{"doi":"10.6084/m9.figshare.1416128","prefix":"10.6084","suffix":"m9.figshare.1416128","identifiers":[],"alternateIdentifiers":[],"creators":[{"name":"Deterding, Sebastian","nameType":"Personal","givenName":"Sebastian","familyName":"Deterding","affiliation":[],"nameIdentifiers":[]}],"titles":[{"title":"The Lens of Intrinsic Skill Atoms: A Method for Gameful Design"}],"publisher":"Taylor \u0026 Francis","container":{},"publicationYear":2015,"subjects":[{"subject":"Science Policy"},{"subject":"Mathematics"},{"subject":"FOS: Mathematics","schemeUri":"http://www.oecd.org/science/inno/38235147.pdf","subjectScheme":"Fields of Science and Technology (FOS)"},{"subject":"FOS: Mathematics","subjectScheme":"Fields of Science and Technology (FOS)"},{"subject":"Information and Computing Sciences"},{"subject":"Biological Sciences"},{"subject":"Biotechnology"}],"contributors":[],"dates":[{"date":"2015-05-15","dateType":"Created"},{"date":"2015-05-15","dateType":"Updated"},{"date":"2015","dateType":"Issued"}],"language":null,"types":{"ris":"DATA","bibtex":"misc","citeproc":"dataset","schemaOrg":"Dataset","resourceType":"Dataset","resourceTypeGeneral":"Dataset"},"relatedIdentifiers":[{"relationType":"IsSupplementTo","relatedIdentifier":"10.1080/07370024.2014.993471","relatedIdentifierType":"DOI"}],"relatedItems":[],"sizes":["1722843 Bytes"],"formats":[],"version":null,"rightsList":[{"rights":"Creative Commons Attribution 4.0 International","rightsUri":"https://creativecommons.org/licenses/by/4.0/legalcode","schemeUri":"https://spdx.org/licenses/","rightsIdentifier":"cc-by-4.0","rightsIdentifierScheme":"SPDX"}],"descriptions":[{"description":"The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as \u003ci\u003egameful design\u003c/i\u003e, often implemented through \u003ci\u003egamification\u003c/i\u003e, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences. Two case studies illustrate the method. 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