Контакты/Проезд  Доставка и Оплата Помощь/Возврат
История
  +7(495) 980-12-10
  пн-пт: 10-18 сб,вс: 11-18
  shop@logobook.ru
   
    Поиск книг                    Поиск по списку ISBN Расширенный поиск    
Найти
  Зарубежные издательства Российские издательства  
Авторы | Каталог книг | Издательства | Новинки | Учебная литература | Акции | Хиты | |
 

Handbook of Research on Gamification Dynamics and User Experience Design, Antonio Carrizo Moreira, Oscar Bernardes, Vanessa Amorim


Варианты приобретения
Цена: 59321.00р.
Кол-во:
Наличие: Поставка под заказ.  Есть в наличии на складе поставщика.
Склад Америка: Есть  
При оформлении заказа до:
Ориентировочная дата поставки:
При условии наличия книги у поставщика.

Добавить в корзину
в Мои желания

Автор: Antonio Carrizo Moreira, Oscar Bernardes, Vanessa Amorim
Название:  Handbook of Research on Gamification Dynamics and User Experience Design
ISBN: 9781668442913
Издательство: Mare Nostrum (Eurospan)
Классификация:

ISBN-10: 1668442914
Обложка/Формат: Hardback
Страницы: 650
Вес: 0.63 кг.
Дата издания: 30.09.2022
Серия: Computing & IT
Язык: English
Размер: 279 x 216
Читательская аудитория: Professional and scholarly
Ключевые слова: Graphics programming,Information technology: general issues,User interface design & usability, COMPUTERS / Programming / Games,COMPUTERS / Social Aspects / Human-Computer Interaction,COMPUTERS / User Interfaces
Рейтинг:
Поставляется из: Англии
Описание: Discusses the dynamics of gamification, and the ways games may be designed with an emphasis on user experience. Covering topics such as user engagement, design principles, user motivations, gamification artifacts, and more, this book is an ideal reference for game developers, interdisciplinary researchers, technology developers, and academics.


Design, User Experience, and Usability: UX Research, Design, and Assessment

Автор: Soares
Название: Design, User Experience, and Usability: UX Research, Design, and Assessment
ISBN: 3031058968 ISBN-13(EAN): 9783031058967
Издательство: Springer
Рейтинг:
Цена: 18167.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.

Design, User Experience, and Usability. Interaction Design: 9th International Conference, Duxu 2020, Held as Part of the 22nd Hci International Confer

Автор: Marcus Aaron, Rosenzweig Elizabeth
Название: Design, User Experience, and Usability. Interaction Design: 9th International Conference, Duxu 2020, Held as Part of the 22nd Hci International Confer
ISBN: 3030497127 ISBN-13(EAN): 9783030497125
Издательство: Springer
Рейтинг:
Цена: 6986.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020.

Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture

Автор: Soares
Название: Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture
ISBN: 3031058992 ISBN-13(EAN): 9783031058998
Издательство: Springer
Рейтинг:
Цена: 12577.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.

Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies

Автор: Soares
Название: Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies
ISBN: 3031059050 ISBN-13(EAN): 9783031059056
Издательство: Springer
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.

Emerging Research and Trends in Gamification

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.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Автор: Bernardes Oscar, Amorim Vanessa, Moreira Antуnio Carrizo
Название: Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
ISBN: 1799892239 ISBN-13(EAN): 9781799892236
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 46985.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This comprehensive and timely publication is an essential reference source, building on the available literature in the field of gamification for the economic and social development of countries while providing further research opportunities in this dynamic and growing field.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298111 ISBN-13(EAN): 9789813298118
Издательство: Springer
Рейтинг:
Цена: 15372.00 р.
Наличие на складе: Поставка под заказ.

Описание: This book introduces and explores the field of tailored gamified educational technologies. 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.

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
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Поставка под заказ.

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, digitalisierung und industrie 4.0

Автор: Anderie, Lutz
Название: Gamification, digitalisierung und industrie 4.0
ISBN: 3658198648 ISBN-13(EAN): 9783658198640
Издательство: Неизвестно
Рейтинг:
Цена: 3722.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Der Dreiklang der Technologieentwicklung.- Die Bedeutung der Games Industry fьr andere Branchen.- Management und Gamification.

Next-Generation Applications and Implementations of Gamification Systems

Автор: Portela Filipe, Queirуs Ricardo
Название: Next-Generation Applications and Implementations of Gamification Systems
ISBN: 1799880907 ISBN-13(EAN): 9781799880905
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 29522.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability.

Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.

Next-Generation Applications and Implementations of Gamification Systems

Автор: Portela Filipe, Queirуs Ricardo
Название: Next-Generation Applications and Implementations of Gamification Systems
ISBN: 1799880893 ISBN-13(EAN): 9781799880899
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 39085.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability.

Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.

Gamification Mindset

Автор: Ole Goethe
Название: Gamification Mindset
ISBN: 303011077X ISBN-13(EAN): 9783030110772
Издательство: Springer
Рейтинг:
Цена: 20962.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems.The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.


ООО "Логосфера " Тел:+7(495) 980-12-10 www.logobook.ru
   В Контакте     В Контакте Мед  Мобильная версия