gamutan
Gamutan is a term used in speculative game studies and design discourse to describe the practice of shaping non-game activities into game-like experiences. It functions as a framework rather than a single method, accommodating varied techniques and contexts.
In a gamutan approach, activities are analyzed to extract meaningful goals, rules, feedback mechanisms, and progress
Origins and usage: The term appears in online discussions and design literature since the 2010s, often alongside
Applications: Education and training use gamutan to structure curricula as story-driven quests; workplace productivity tools use
Reception and critique: Proponents argue gamutan can deepen engagement when well-aligned with user values; critics warn
See also: Gamification, Serious games, Playful design, Behavioral design.