Perspectives And Practices Of Gamification


Perspectives And Practices Of Gamification
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Perspectives And Practices Of Gamification


Perspectives And Practices Of Gamification
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Author : Mageswaran Sanmugam
language : en
Publisher: Nova Science Publishers
Release Date : 2022

Perspectives And Practices Of Gamification written by Mageswaran Sanmugam and has been published by Nova Science Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with Social Science categories.


"This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This book's chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the product's development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification"--



Perspectives And Practices Of Gamification


Perspectives And Practices Of Gamification
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Author : Mageswaran Sanmugam
language : en
Publisher:
Release Date : 2022-06-10

Perspectives And Practices Of Gamification written by Mageswaran Sanmugam and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-10 with categories.


This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This book's chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the product's development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification.



Handbook Of Research On Holistic Perspectives In Gamification For Clinical Practice


Handbook Of Research On Holistic Perspectives In Gamification For Clinical Practice
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Author : Novák, Daniel
language : en
Publisher: IGI Global
Release Date : 2015-09-14

Handbook Of Research On Holistic Perspectives In Gamification For Clinical Practice written by Novák, Daniel and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-14 with Medical categories.


Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.



Gamification In Education Breakthroughs In Research And Practice


Gamification In Education Breakthroughs In Research And Practice
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2018-01-05

Gamification In Education Breakthroughs In Research And Practice written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-05 with Education categories.


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.



Practical Perspectives On Educational Theory And Game Development


Practical Perspectives On Educational Theory And Game Development
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Author : Marzullo, Fabio Perez
language : en
Publisher: IGI Global
Release Date : 2021-06-25

Practical Perspectives On Educational Theory And Game Development written by Marzullo, Fabio Perez and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-25 with Education categories.


The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.



The Business Of Gamification


The Business Of Gamification
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Author : Mikolaj Dymek
language : en
Publisher: Routledge
Release Date : 2016-09-13

The Business Of Gamification written by Mikolaj Dymek and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-13 with Business & Economics categories.


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.



Organizational Gamification


Organizational Gamification
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Author : Mikko Vesa
language : en
Publisher: Routledge
Release Date : 2021-02-25

Organizational Gamification written by Mikko Vesa and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-25 with Business & Economics categories.


This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.



Game Science In Hybrid Learning Spaces


Game Science In Hybrid Learning Spaces
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Author : Sylvester Arnab
language : en
Publisher: Routledge
Release Date : 2020-05-11

Game Science In Hybrid Learning Spaces written by Sylvester Arnab and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-05-11 with Blended learning categories.


Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.



The Gamification Of Society


The Gamification Of Society
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Author : Stéphane Le Lay
language : en
Publisher: John Wiley & Sons
Release Date : 2021-03-12

The Gamification Of Society written by Stéphane Le Lay and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-12 with Social Science categories.


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 gamificationÂs 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 Âmechanics 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.



The Gamification Of Learning And Instruction


The Gamification Of Learning And Instruction
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Author : Karl M. Kapp
language : en
Publisher: John Wiley & Sons
Release Date : 2012-04-13

The Gamification Of Learning And Instruction written by Karl M. Kapp and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-04-13 with Business & Economics categories.


"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/