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Rethinking Gamification


Rethinking Gamification
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Rethinking Gamification


Rethinking Gamification
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Author : Mathias Fuchs
language : en
Publisher:
Release Date : 2014

Rethinking Gamification written by Mathias Fuchs and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Communication. Mass media categories.


Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!



The Business Of Gamification


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

The Business Of Gamification written by Mikolaj Dymek and has been published by Taylor & Francis 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.



Ecel 2019 18th European Conference On E Learning


Ecel 2019 18th European Conference On E Learning
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Author : Rikke Ørngreen
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2019-11-07

Ecel 2019 18th European Conference On E Learning written by Rikke Ørngreen and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-07 with Business & Economics categories.




Gamification Mindset


Gamification Mindset
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Author : Ole Goethe
language : en
Publisher: Springer
Release Date : 2019-06-17

Gamification Mindset written by Ole Goethe and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-17 with Computers categories.


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.



E Hrm


E Hrm
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Author : Mohan Thite
language : en
Publisher: Routledge
Release Date : 2018-08-06

E Hrm written by Mohan Thite and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-06 with Business & Economics categories.


As with other parts of business, technology is having a profound effect on the world of work and management of human resources. Technology is a key enabler for faster, cheaper and better delivery of HR services and in some cases can have a transformational as well as unintended negative effect. Designed for the digital era, e-HRM is one of the first textbooks on these developments. It incorporates the most current and important HR technology related topics in four distinct parts under one umbrella, written by leading scholars and practitioners drawn from across the world. All the chapters have a uniform structure and pay equal attention to theory and practice with an applied focus. Learning resources of the book include chapter-wide learning objectives, case studies, debates on related burning issues, and the companion website includes lecture slides and a question bank.



Gamification And Industry 4 0


Gamification And Industry 4 0
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Author : Lars Konzack
language : en
Publisher: Taylor & Francis
Release Date : 2024-11-05

Gamification And Industry 4 0 written by Lars Konzack and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-05 with Business & Economics categories.


Gamification and Industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and Industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of Industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields, but in particular, management and organization studies, production and manufacturing as well as technology and innovation management.



Gamification In Higher Education


Gamification In Higher Education
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Author : Sierra Adare-Tasiwoopa ápi
language : en
Publisher: Taylor & Francis
Release Date : 2023-10-30

Gamification In Higher Education written by Sierra Adare-Tasiwoopa ápi and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-30 with Education categories.


Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.



Ecgbl 2022 16th European Conference On Game Based Learning


Ecgbl 2022 16th European Conference On Game Based Learning
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Author : Conceição Costa
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2022-10-06

Ecgbl 2022 16th European Conference On Game Based Learning written by Conceição Costa and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-06 with Education categories.




Hci In Games


Hci In Games
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Author : Xiaowen Fang
language : en
Publisher: Springer Nature
Release Date : 2023-07-08

Hci In Games written by Xiaowen Fang and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-08 with Computers categories.


This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.



Digitisation


Digitisation
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Author : Gertraud Koch
language : en
Publisher: Taylor & Francis
Release Date : 2017-07-14

Digitisation written by Gertraud Koch and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-14 with Social Science categories.


In recent years, digital technologies have become pervasive in academic and everyday life. This comprehensive volume covers a wide range of concepts for studying the new cultural dynamics that are evident as a result of digitisation. It considers how the cultural changes triggered by digitisation processes can be approached empirically. The chapters include carefully chosen examples and help readers from disciplines such as Anthropology, Sociology, Media Studies, and Science & Technology Studies to grasp digitisation theoretically as well as methodologically.