Gamification is the use of game elements and game design techniques in non-game contexts. Serious games is the use of complete games for non-entertainment purposes. A major criticism of them is that it is difficult to realize an appropriate game balance and fun experience due to including non-game contexts. Here we propose the peripheral concept of toolification of games (ToG) defined as "achieving non-game purposes in the redundant spaces of existing games." ToG includes branded, hot-start, avoidable, performable, and contextualisable features, which allow us to avoid the aforementioned problem. We discuss the characteristics and the potential of ToG with self-produced examples including Tetris 3D Modeler, with which the user can design 3D models simply by playing 3D Tetris, as well as Coins for Two, which allows the user to raise money for charity simply by playing Super Mario Bros.
['Kazutaka Kurihara']
Toolification of games: achieving non-game purposes in the redundant spaces of existing games