Back when I wrote my bachelors thesis in Digital Design, my supervisor recommended me to publish my findings condensed to a journal article or conference paper. Along with a fellow student, so we did. The purpose was to introduce and validate the term and framework of narratification.
You can read the original article here (not to worry, it is quite short)
The basic meaning of the term is quite simple; to make something narrative or narrative-like that in and of itself is not. The challenging part is the act of doing so and ensuring that the narratified or narrative-like product holds a sufficient quality and does both story and game justice. Methods, approaches and techniques of doing so are within the narratification framework. My master thesis project is another example of an approach within this framework.
The main problem, as i saw it, was that the academic debate was largely disconnected from that of the game industry and consumers. There simply could be a lot more leverage between the two camps and their respective findings and doings.
Luckily, the term seems to have catch on. I see it pop up every now and there, used both in academia and in the context of game development/industry/players. It is still hardly a thing, yet, it is nice to see that it might (slowly) be gaining traction.
To my knowledge, the term was not used in game studies before I introduced it. It does however appear a few places in other fields (music) before I introduced it.