The endeavour of transferring attributes and qualities of games and game experiences to users and contexts apart from entertainment values spanned a wide field of research over the years, along with a diversity of classifications and definitions. While respecting their uses, we argue that this diversity might also hinder cross-disciplinary research efforts on fundamental questions and cooperation with practitioners. Moreover, with the postulated development towards a ludification of culture under way, it may become more difficult and less important to distinct examples among these definitions in future.
Hence, we propose rethinking existing definitions and suggest the term of applied games as a starting point for a discussion about a more holistic and contemporary term and future common ground. This paper provides definitions of the artefact applied game and the process applied game design as well as suggestions on a classification of purposes and some research questions.