The Gothic Gamification of Diablo A Framework for the English Composition/First-Year Writing Classroom

Main Article Content

Patrick Munnelly

Abstract

Gamification in the English composition classroom needs more research and varying approaches. This article presents a conceptual framework for gamifying the classroom, which is a model reimagining of a “skill tree” from the video game Diablo II. The framework is presented alongside elements and analyses from the game itself, with student feedback and student success data. While statistical analyses are not conducted, the game elements are extrapolated and the success rates and student comments are engaged with to support proof-of-concept. The game elements are also explored through the lens of the Gothic, which is used to assert and support a deep gamification framework, as opposed to the shallow BPL approaches of prior literature. The gothic gamified classroom asserts that this ground-up approach to the redesigned classroom should be a reincarnation of the game, as opposed to stapling a simply metaphor on top of the classroom. Essentially, this article shows how to gamify a classroom by explaining the rationale of the game, details elements of the game used and borrowed into the gamified classroom framework, and supports that framework with an explanation of proof-of-concept student feedback. All of this is presented as a framework to be further explored and tested for transference between other classrooms and disciplines.

Dimensions

Article Details

Section
Articles

References

[1] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. 11, 9–15. https://doi.org/10.1145/2181037.2181040

[2] Landers, R. N. (2014). Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simulation & Gaming, 45(6), 752–768. https://doi.org/10.1177/1046878114563660

[3] Basten, D. (2017). Gamification. IEEE Software, 34(5), 76–81. IEEE Software. https://doi.org/10.1109/MS.2017.3571581

[4] Kim, S., Song, K., Lockee, B., & Burton, J. (2018). Gamification in Learning and Education. Springer International Publishing. https://doi.org/10.1007/978-3-319-47283-6

[5] van Roy, R., & Zaman, B. (2017). Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory (pp. 485–509). https://doi.org/10.1007/978-3-319-51645-5_22

[6] Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. Proceedings of the Annual Hawaii International Conference on System Sciences. https://doi.org/10.1109/HICSS.2014.377

[7] Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5

[8] Ducheneaut, N., & Moore, R. (2005). More than just “XP”: Learning social skills in massively multiplayer online games. Interact. Techn. Smart Edu., 2, 89–100. https://doi.org/10.1108/17415650580000035

[9] Dah, J., Hussin, N., Zaini, M. K., Isaac Helda, L., Senanu Ametefe, D., & Adozuka Aliu, A. (2024). Gamification is not Working: Why? Games and Culture, 15554120241228125. https://doi.org/10.1177/15554120241228125

[10] Bennerstedt, U., & Ivarsson, J. (2010). Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds. Computer Supported Cooperative Work (CSCW), 19(2), 201–230. https://doi.org/10.1007/s10606-010-9109-8

[11] Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10(1), 10. https://doi.org/10.1186/s40561-023-00227-z

[12] Toda, A., Toledo Palomino, P., Oliveira, W., Rodrigues, L., Klock, A., Gasparini, I., Cristea, A., & Isotani, S. (2020). How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. Educational Technology & Society, 22, 47–60.

[13] Chen, J., & Liang, M. (2022). Play hard, study hard? The influence of gamification on students’ study engagement. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.994700

[14] Colby, R., Johnson, M. S. S., & Shultz Colby, R. (Eds.). (2021). The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer International Publishing. https://doi.org/10.1007/978-3-030-63311-0

[15] Colby, R., & Johnson, M. (2013). Rhetoric/Composition/Play Through Video Games: Reshaping Theory and Practice of Writing. Palgrave Macmillan.

[16] Alexander, J. (2009). Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation. College Composition & Communication, 61(1), 35–63. https://doi.org/10.58680/ccc20098303

[17] De Leon Pereira, R., & Tremblay-Savard, O. (2024). FORGE: A Framework for Organizing Rewards in Gamified Environments. Games and Culture, 15554120241241555. https://doi.org/10.1177/15554120241241555

[18] Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: A framework. Journal of Further and Higher Education, 45(7), 999–1012. https://doi.org/10.1080/0309877X.2021.1875201

[19] Gee, J. P. (2007). What video games have to teach us about learning and literacy (Rev. and updated ed). Palgrave Macmillan.

[20] Wishkoski, R., Strand, K., Sundt, A., Allred, D., & Meter, D. J. (2021). Case studies in the classroom: Assessing a pilot information literacy curriculum for English composition. Reference Services Review, 49(2), 176–193. https://doi.org/10.1108/RSR-01-2021-0004

[21] Diablo II. (2000). Blizzard Entertainment.

[22] Diablo IV. (2023). Blizzard Entertainment.

[23] Diablo III. (2012). Blizzard Entertainment.

[24] Diablo II: Ressurected. (2021). Blizzard Entertainment.

[25] Bosman, F. G., & Poorthuis, M. (2015). Nephilim: The Children of Lilith. The Place of Man in the Ontological and Cosmological Dualism of the Diablo, Darksiders and Devil May Cry Game Series.

[26] Bloom, C. (2010). Gothic Histories: The Tase for Terror, 1764 to the Present. London: Continuum.

[27] Hanson, E. (2007). Queer Gothic. In C. Spooner, & E. McEvoy (Eds.). (2007). The Routledge Companion to Gothic. (p. 174-182). Routledge.

[28] Chapman, J. R., Kohler, T. B., Rich, P. J., & Trego, A. (2025). Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification. Journal of Research on Technology in Education, 57(2), 417–436. https://doi.org/10.1080/15391523.2023.2242981

[29] Lieberoth, A. (2015). Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game. Games and Culture, 10(3), 229–248. https://doi.org/10.1177/1555412014559978

[30] Jackson, J. (2009). Game‐based teaching: What educators can learn from videogames. Teaching Education, 20(3), 291–304. https://doi.org/10.1080/10476210902912533

[31] Kirkland, E. (2024). Videogames and the Gothic. Routledge.

[32] Hodgson, J. (2013). Developing and Extending Gaming Pedagogy: Designing a Course as Game. In R. Colby, M. S. S. Johnson, & R. S. Colby (Eds.), Rhetoric/Composition/Play through Video Games (pp. 45–60). Palgrave Macmillan US. https://doi.org/10.1057/9781137307675_5

[33] Hughes, W., & Smith, A. (Eds.). (2009). Queering the Gothic. Manchester University Press.

[34] Roberts, M. S., Fulton, M., & Semb, G. (1988). Self-Pacing in a Personalized Psychology Course: Letting Students Set the Deadlines. Teaching of Psychology, 15(2), 89. https://doi.org/10.1207/s15328023top1502_5

[35] Cole, F. (2024). An Educator’s Guide to Project-Based Learning: Turning Theory into Practice. David Fulton Publishers. https://doi.org/10.4324/9781003424345

[36] Shipka, J. L. (2011). Toward a Composition Made Whole. University of Pittsburgh Press.

[37] Challco, G., Mizoguchi, R., & Isotani, S. (2016). An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology. Revista Brasileira de Informática Na Educação, 24, 67. https://doi.org/10.5753/rbie.2016.24.02.67

[38] Esmonde, I., & Booker, A. N. (2017). Power and Privilege in the Learning Sciences: Critical and Sociocultural Theories of Learning. Routledge & CRC Press.

[39] Alim, H. S., & Paris, D. (2017). Culturally Sustaining Pedagogies: Teaching and learning for justice in a changing world. Teachers College Press.

[40] Yosso, T. J. (2005). Whose culture has capital? A critical race theory discussion of community cultural wealth. Race Ethnicity and Education, 8(1), 69–91. https://doi.org/10.1080/1361332052000341006.

[41] Cutumisu, M., Blair, K. P., Chin, D. B., & Schwartz, D. L. (2015). Posterlet: A Game-Based Assessment of Children’s Choices to Seek Feedback and to Revise. Journal of Learning Analytics, 2(1), Article 1. https://doi.org/10.18608/jla.2015.21.4

[42] Stellmack, M. A., Keenan, N. K., Sandidge, R. R., Sippl, A. L., & Konheim-Kalkstein, Y. L. (2012). Review, Revise, and Resubmit: The Effects of Self-Critique, Peer Review, and Instructor Feedback on Student Writing. Teaching of Psychology, 39(4), 235–244. https://doi.org/10.1177/0098628312456589

[43] Lamott, A. (1995). Bird by Bird: Some Instructions on Writing and Life. Penguin Random House.

[44] Banks, W. P., Cox, M. B., & Dadas, C. (2019). RE/ORIENTING WRITING STUDIES Thoughts on In(queer)y. In Re/orienting writing studies: Queer methods, queer projects. Universtity of Colorado Press.

[45] Cunliffe, A. L. (2016). Republication of “On Becoming a Critically Reflexive Practitioner.” Journal of Management Education, 40(6), 747–768. https://doi.org/10.1177/1052562916674465

[46] Rinto, E. E., & Cogbill-Seiders, E. I. (2015). Library Instruction and Themed Composition Courses: An Investigation of Factors that Impact Student Learning. The Journal of Academic Librarianship, 41(1), 14–20. https://doi.org/10.1016/j.acalib.2014.11.010

[47] Author.

[48] Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: A systematic review of design frameworks. Journal of Computing in Higher Education, 29(3), 516–548. https://doi.org/10.1007/s12528-017-9150-4

[49] Lundblade, K. (2025). What Video Games Have Taught Us: Two Decades of Gaming and Learning. In A. Karabinus, C. A. Kocurek, C. Mejeur, & E. Vossen. Historigraphies of Game Studies: What It Has Been, What It Could Be. (p. 171-193). Punctum Books.

[50] Alighieri, D. (2005). The Inferno (H. W. Longfellow, Trans.). Barnes & Noble Classics.

[51] Krzywinska, T. (2006). Blood Scythes, Festivals, Quests, and Backstories: World Creation and Rhetorics of Myth in World of Warcraft. Games and Culture, 1(4), 383–396. https://doi.org/10.1177/1555412006292618

[52] Clasen, M., Kjeldgaard-Christiansen, J., & Johnson, J. (2018). Horror, Personality, and Threat Simulation: A Survey on the Psychology of Scary Media. Evolutionary Behavioral Sciences, 14. https://doi.org/10.1037/ebs0000152

[53] Wilson, C. (2023). Gaming and Vampires. In S. Bacon (Ed.), The Palgrave Handbook of the Vampire (pp. 1–19). Springer International Publishing. https://doi.org/10.1007/978-3-030-82301-6_67-1

[54] Spooner, C., & McEvoy, E. (Eds.). (2007). The Routledge Companion to Gothic. Routledge.

[55] Latorre-Cosculluela, C., Sierra-Sánchez, V., & Vázquez-Toledo, S. (2025). Gamification, collaborative learning and transversal competences: Analysis of academic performance and students’ perceptions. Smart Learning Environments, 12(1), 2. https://doi.org/10.1186/s40561-024-00361-2