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The Gamification of Society, Le Lay, Savignac Emmanuelle, Frances Jean


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Автор: Le Lay, Savignac Emmanuelle, Frances Jean
Название:  The Gamification of Society
ISBN: 9781786306456
Издательство: Wiley
Классификация:
ISBN-10: 178630645X
Обложка/Формат: Hardcover
Страницы: 224
Вес: 0.67 кг.
Дата издания: 07.04.2021
Язык: English
Размер: 23.39 x 15.60 x 1.42 cm
Читательская аудитория: Professional & vocational
Ссылка на Издательство: Link
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Поставляется из: Англии
Описание: The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification.

Research conducted in this area tends to focus on game objects and not gamification s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The

Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts - those of Norway, Belgium, the United States and France, among others.



Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298146 ISBN-13(EAN): 9789813298149
Издательство: Springer
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Цена: 13974.00 р.
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Описание: Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students` gamer type and age.

Gamification of Higher Education

Автор: Niman Neil B.
Название: Gamification of Higher Education
ISBN: 1137338733 ISBN-13(EAN): 9781137338730
Издательство: Springer
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Цена: 15372.00 р.
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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.

Gamification and Consumer Engagement: Creating Value in Context of Ict Development

Автор: Gatautis Rimantas, Banyte Jūrate, Vitkauskaite Elena
Название: Gamification and Consumer Engagement: Creating Value in Context of Ict Development
ISBN: 3030542041 ISBN-13(EAN): 9783030542047
Издательство: Springer
Цена: 18167.00 р.
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Описание: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies.

The Gamification of Digital Journalism: Innovation in Journalistic Storytelling

Автор: Dowling David O.
Название: The Gamification of Digital Journalism: Innovation in Journalistic Storytelling
ISBN: 0367076233 ISBN-13(EAN): 9780367076238
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open world designs to virtual reality experiences.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Автор: Antonio Jose Marques, Ricardo Alexandre Peixoto de Queiros
Название: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
ISBN: 1799874729 ISBN-13(EAN): 9781799874720
Издательство: Mare Nostrum (Eurospan)
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Цена: 67637.00 р.
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Описание: While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.

Transforming Society and Organizations Through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Автор: Spanellis Agnessa, Harviainen J. Tuomas
Название: Transforming Society and Organizations Through Gamification: From the Sustainable Development Goals to Inclusive Workplaces
ISBN: 3030682064 ISBN-13(EAN): 9783030682064
Издательство: Springer
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Цена: 13974.00 р.
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Описание:

- Introduction

- Editorial. This chapter will introduce the concept of gamification and outline the structure of the book. Agnessa Spanellis and J. Tuomas Harviainen (editors)

- Intro: why gamification is relevant. This chapter will discuss why gamification is a relevant topic in modern world and why it should be used as an effective tool to address societal challenges around the world. Michael Sutton (Akio Morita School of Business, Anaheim, CA)

- Getting participants. This chapter will discuss the issues of getting the participants and various approaches to engaging with the participants in experimentation-based research, such as participatory action research. Lobna Hassan (Tampere University, Finland)

- Social lens

- Peace-making. This chapter will describe the case of using gamification to help promote the ideas of peace and fight stereotypes and perceptions in war-torn Yemen. Philipp Busch (GIZ, Germany)

- Livelihood of smallholder farmers. This chapter will describe the case of how some dimensions of multidimensional poverty, i.e. house sanitation and mouth hygiene have been improved with gamification intervention in the rural communities of Paraguay. Katharina Hammler (Fundacion Paraguaya)

- Refugee integration. This chapter will describe a case of using a gamified approach to introduce refugee children to the societal value of their new home and help them integrate faster in the society. Mela Kocher (Zurich University of the Arts, Switzerland)

- Community resilience. This chapter will present how gamification is used to increase resilience of rural communities that are prone to the effects of natural disasters and climate change. Tri Yani Sunarharum (Universitas Gadjah Mada, Indonesia)

- Social impact of gamified education. This chapter will describe how gamification can engage children from disadvantaged communities and thereby improve their opportunities and help uplift the community. Richard Landers (University of Minnesota)

- Inclusivity in the workplace. This chapter will describe a case of making science centres a more inclusive place for people with disabilities, by recreating their experiences for others with gamification. Kate Sang (Heriot-Watt University, UK)

- Environmental lens

- Ecosystems. This case will discuss how gamification can help to learn how to ecosystems in Amazon area are organised and what approaches can be used to research them more effectively. David Cole (Heriot-Watt University, UK)

- Reduction of carbon emissions. This chapter will present a case of changing the behaviour of consumers through gamification intervention in order to reduce energy consumption. Ronald Dyer (University of Sheffield, UK)

- Disaster prevention and awareness. This chapter will demonstrate how gamification can be used to increase awareness about natural disasters and mitigation of the circumstances. Hidehiko Kanegae (Ritsumeikan University, Japan)

- Public transportation. This chapter will present a case of using gamification to increase the use

Gamification with Moodle

Автор: Denmeade Natalie
Название: Gamification with Moodle
ISBN: 1782173072 ISBN-13(EAN): 9781782173076
Издательство: Неизвестно
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Цена: 6068.00 р.
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Описание: Covering the applied managerial perspective of the travel industry, this book teaches effective skills by reviewing legal frameworks, quality management and marketing, financial management, and the management of shareholders and stakeholders. It discusses trends such as sustainability and includes a revised structure and international case studies.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Автор: Costello Robert
Название: Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
ISBN: 1799820807 ISBN-13(EAN): 9781799820802
Издательство: Mare Nostrum (Eurospan)
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Цена: 15048.00 р.
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Описание: Examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is for academics, administrators, researchers, IT specialists, education professionals, and students.

Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596079 ISBN-13(EAN): 9783030596071
Издательство: Springer
Цена: 23757.00 р.
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Описание: Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.

The Gamification of Citizens` Participation in Policymaking

Автор: Masser Kai, Mory Linda
Название: The Gamification of Citizens` Participation in Policymaking
ISBN: 3030087344 ISBN-13(EAN): 9783030087340
Издательство: Springer
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Цена: 6986.00 р.
Наличие на складе: Поставка под заказ.

Описание: This book examines the use of game elements to encourage citizens to participate in political decision-making and the planning of large-scale public sector projects. It argues that success is based on a personal concern with the project and a belief in the influence on political decision making, but also on fun.

Data Analytics Approaches in Educational Games and Gamification Systems

Автор: Tlili Ahmed, Chang Maiga
Название: Data Analytics Approaches in Educational Games and Gamification Systems
ISBN: 9813293373 ISBN-13(EAN): 9789813293373
Издательство: Springer
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Цена: 13974.00 р.
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Описание: Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes.

Gamify: How Gamification Motivates People to Do Extraordinary Things

Автор: Burke Brian
Название: Gamify: How Gamification Motivates People to Do Extraordinary Things
ISBN: 1937134857 ISBN-13(EAN): 9781937134853
Издательство: Taylor&Francis
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Цена: 3980.00 р.
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Описание: Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge.
Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.
This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.
"Gamify" shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.


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