Experimental Games: Critique, Play, and Design in the Age of Gamification, Jagoda Patrick
Автор: Information Resources Management Association Название: Gamification in education : ISBN: 1522551980 ISBN-13(EAN): 9781522551980 Издательство: Turpin Рейтинг: Цена: 49526.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
Автор: Harsha Gangadharbatla, Donna Z. Davis Название: Emerging Research and Trends in Gamification ISBN: 1466686510 ISBN-13(EAN): 9781466686519 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 31324.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as digital development, game design, human resource processes, social change, and video game learning.
Автор: Miralem Helmefalk, Leif Marcusson Название: Utilizing Gamification in Servicescapes for Improved Consumer Engagement ISBN: 1799819701 ISBN-13(EAN): 9781799819707 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 30215.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.
Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.
Описание: Create intrinsic engagement in the research sphere through gamification; exploit existing and emerging technologies, and glean better-quality, untapped data that cannot be obtained through traditional surveying methods.
Описание: Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems.
After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.
Название: Business of gamification ISBN: 1138340146 ISBN-13(EAN): 9781138340145 Издательство: Taylor&Francis Рейтинг: Цена: 7042.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
At the turn of the century the term gamification was introduced as a concept to understand the process of using game mechanics in non-game contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.
The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?
This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
Автор: Edmond C. Prakash; Madhusudan Rao Название: Transforming Learning and IT Management through Gamification ISBN: 3319186981 ISBN-13(EAN): 9783319186986 Издательство: Springer Рейтинг: Цена: 5589.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition.
Автор: N. Niman Название: The Gamification of Higher Education ISBN: 1349464120 ISBN-13(EAN): 9781349464128 Издательство: Springer Рейтинг: Цена: 12577.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.
Автор: Florian Br?hlmann Название: The Effects of Framing in Gamification ISBN: 3658169257 ISBN-13(EAN): 9783658169251 Издательство: Springer Рейтинг: Цена: 8384.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The author shows that - contradicting the findings of Lieberoth (2015) - simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task.
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.
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