Vernon Press invites chapter proposals on Gamification in the RhetComp Curriculum. The volume will be edited by Christopher McGunnigle, Seton Hall University.
Throughout the past decades, gamification has become an increasing part of training experiences. To define the term quickly, gamification involves the application of gameplay mechanics to normally non-game-based activities to increase successful activity and performance. Gamification can involve the use of popular video games, adaptations of game shows like Jeopardy, simple chalkboard games like Hangman, or a variety of rhetorical approaches that introduce gaming components into another field.