42 Rules for Engaging Members Through Gamification

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Author :
Publisher : Happy About
ISBN 13 : 1607731193
Total Pages : 129 pages
Book Rating : 4.6/5 (77 download)

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Book Synopsis 42 Rules for Engaging Members Through Gamification by : Shelly Alcorn, CAE

Download or read book 42 Rules for Engaging Members Through Gamification written by Shelly Alcorn, CAE and published by Happy About. This book was released on 2015-03-02 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play predates the development of human culture and our brains are hard-wired to use play as a tool to accelerate learning, strategically explore unfamiliar environments and develop collaborative social connections. Games are human created, formalized structures and processes designed to maximize engagement and get the most out of the "play" impulse. In fact, gaming comes so naturally to us we don’t even notice it for what it is.

Two examples of large scale gaming structures include our educational and political systems. Going deeper into understanding how gaming structures work, and intentionally applying those mechanics can give us an advantage when designing experiences meant to engage our members in the work of our associations.

Although games have been with us since we first learned to scratch marks on small rocks, what is new is the impact the internet and technology is having on games and players alike. What was simple activity in the past, is rapidly turning into a large scale social phenomenon. At some point the term "gamer" will lose it relevancy and we will recognize gamers for what they are - an increasingly sophisticated class of experience consumers.

Games are the first mass media of the 21st century and gaming literacy is an essential skill all executives, staff and volunteers need to develop in order to attract, appeal to and invite a new generation of players to play the association game.

In this book, we take a simple, practical approach to helping you and your volunteers take these ideas one step farther. By using these 42 rules, you will be able to use simple gaming mechanics to increase member engagement, improve educational outcomes and build community in your industry or profession.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

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Author :
Publisher : IGI Global
ISBN 13 : 1799819728
Total Pages : 319 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Utilizing Gamification in Servicescapes for Improved Consumer Engagement by : Helmefalk, Miralem

Download or read book Utilizing Gamification in Servicescapes for Improved Consumer Engagement written by Helmefalk, Miralem and published by IGI Global. This book was released on 2020-01-03 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

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Author :
Publisher : IGI Global
ISBN 13 : 1799897346
Total Pages : 665 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Promoting Economic and Social Development Through Serious Games by : Bernardes, Oscar

Download or read book Handbook of Research on Promoting Economic and Social Development Through Serious Games written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-03-18 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

The Comfort Zone Illusion

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Author :
Publisher : Happy About
ISBN 13 : 1600052584
Total Pages : 140 pages
Book Rating : 4.6/5 ( download)

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Book Synopsis The Comfort Zone Illusion by : Susan Neustrom

Download or read book The Comfort Zone Illusion written by Susan Neustrom and published by Happy About. This book was released on 2015-04-23 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is this place called the comfort zone? Where does the comfort zone exist? Why is stepping outside of the comfort zone so frightening? "The Comfort Zone Illusion" answers those questions by taking you on a journey of discovery to uncover the mystery of the very personal space we call our comfort zone. It is an exploration through the stages of change, beginning with the very first step outside of the comfort zone to exposing the five walls of fear that create barriers to change. This book looks beyond the illusion of comfort to the stark reality of the discomfort of change, and offers strategies to transform fear to energy, break down the brick walls of fear, develop movement habits, and create success enablers. Every breakthrough exercise provides a reflective understanding of your comfort zone, and although the exercises have a specific purpose, each offers a chance to reveal an "a-ha" moment. One of those moments is the turning point, the awakening to move you out of being stuck in the comfort of where you are to where you are meant to be.

Leaving your comfort zone is frightening, and fear can stifle action, inhibit the ability to attempt a new approach, and can create unnecessary stress, making you less likely to welcome change as an opportunity for discovery, growth, and personal development. The author, Susan Neustrom, shares numerous stories about confusion, uncertainty, anxiety, and success derived from her life-changing experience of facing her fear of educational failure from being a high-school dropout at sixteen by returning to school at forty-eight to earn a GED and then a doctorate. Susan conveys her thoughts, feelings, and unbelievable discomfort with leaving her comfort zone, as well as many "a-ha" moments, in her personal transformation of abandoning a twenty-two-year career to follow her vision to do work with greater purpose and meaning. Not only does she offer her personal account, she also shares the stories of people in a variety of situations, and from experts who clearly understand change.

If you are stuck in your comfort zone, ready for change, but walls of "I can't" stand in your way, this book shows you how leaving your comfort zone is not so hard after all. "The Comfort Zone Illusion" truly demonstrates that possibilities are endless once you learn how to get out of the discomfort of being in your comfort zone, eliminate fear, and unleash purpose, passion, and potential.

Actionable Gamification

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 183921077X
Total Pages : 500 pages
Book Rating : 4.8/5 (392 download)

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Book Synopsis Actionable Gamification by : Yu-kai Chou

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Gamification by Design

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449397670
Total Pages : 211 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis Gamification by Design by : Gabe Zichermann

Download or read book Gamification by Design written by Gabe Zichermann and published by "O'Reilly Media, Inc.". This book was released on 2011-08 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

The Membership Economy: Find Your Super Users, Master the Forever Transaction, and Build Recurring Revenue

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Author :
Publisher : McGraw Hill Professional
ISBN 13 : 007183933X
Total Pages : 288 pages
Book Rating : 4.0/5 (718 download)

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Book Synopsis The Membership Economy: Find Your Super Users, Master the Forever Transaction, and Build Recurring Revenue by : Robbie Kellman Baxter

Download or read book The Membership Economy: Find Your Super Users, Master the Forever Transaction, and Build Recurring Revenue written by Robbie Kellman Baxter and published by McGraw Hill Professional. This book was released on 2015-03-20 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: The "membership" business models of Netflix, Weight Watchers, and other industry giants revealed—and how you can use them to lead your company to the top of the food chain For decades, consumers and businesses have joined clubs, bought products and accessed services using a subscription model. But it has only been in recent years that the model has been transformed and perfected through massive changes in technology. The Membership Economy shows how nimble companies that focus on ongoing, formal relationships over one-time transactions are thriving. By renting, lending, or offering access instead of just "ownership," organizations can leapfrog industry leaders. In terms of strategic business models, this is one that allows for breakthrough growth. With great case studies from American Express, LinkedIn, CrossFit, SurveyMonkey, and more, this book will show you how to radically rethink how your organization can build loyalty, viral growth, and recurring revenue.

Gamification Mindset

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Author :
Publisher : Springer
ISBN 13 : 3030110788
Total Pages : 144 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Gamification Mindset by : Ole Goethe

Download or read book Gamification Mindset written by Ole Goethe and published by Springer. This book was released on 2019-06-17 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gamification Marketing For Dummies

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119663970
Total Pages : 304 pages
Book Rating : 4.1/5 (196 download)

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Book Synopsis Gamification Marketing For Dummies by : Zarrar Chishti

Download or read book Gamification Marketing For Dummies written by Zarrar Chishti and published by John Wiley & Sons. This book was released on 2020-10-06 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Grow your customer base with games! Gamification is the practice of adding elements of gameplay into marketing materials to better engage customers. In Gamification Marketing For Dummies, you’ll learn to use this proven strategy to capture the attention of your target markets and boost your results using valuable gamification data. Games are fun! That’s why gamification is so successful—customers will jump at the chance to play and win your custom-developed marketing game. You’ll connect with your customers and create lasting memories. Whether or not you are digitally savvy, this book will teach you the basics of gamification, from choosing the right game to capturing the user behavior data that the game generates. Use games to increase customer engagement and marketing results Learn how to choose or commission the right games for your market Plan and execute a successful gamification strategy Learn from data generated inside your game for valuable market insights From simple strategies like customer loyalty programs to complex, branded, social game apps, this book will point in the direction of gamification that works for you.

42 Rules of Marketing (2nd Edition)

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Author :
Publisher : Happy About
ISBN 13 : 1607730928
Total Pages : 110 pages
Book Rating : 4.6/5 (77 download)

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Book Synopsis 42 Rules of Marketing (2nd Edition) by : Laura Lowell

Download or read book 42 Rules of Marketing (2nd Edition) written by Laura Lowell and published by Happy About. This book was released on 2012-07-06 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: The `42 Rules of Marketing - 2nd Edition¿ is a compilation of ideas, theories, and practical approaches to marketing challenges the author has been collecting over the past 20+ years. The idea behind this unique look at marketing was to create a series of helpful reminders; things that marketers know they should do, but don¿t always have the time or patience to do. The book touches on everything from tradeshows and PR to customer advocacy, market research and the role of humor in marketing. The author shares tips and tricks to ensure your marketing messages reach the intended audience. After all, isn¿t that the point?

Game-Based Marketing

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Publisher : John Wiley & Sons
ISBN 13 : 0470562234
Total Pages : 240 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis Game-Based Marketing by : Gabe Zichermann

Download or read book Game-Based Marketing written by Gabe Zichermann and published by John Wiley & Sons. This book was released on 2010-03-29 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?

Rethinking Gamification

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Author :
Publisher : Meson Press Eg
ISBN 13 : 9783957960009
Total Pages : 346 pages
Book Rating : 4.9/5 (6 download)

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Book Synopsis Rethinking Gamification by : Mathias Fuchs

Download or read book Rethinking Gamification written by Mathias Fuchs and published by Meson Press Eg. This book was released on 2014 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

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Author :
Publisher : McGraw Hill Professional
ISBN 13 : 0071743669
Total Pages : 240 pages
Book Rating : 4.0/5 (717 download)

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Book Synopsis The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration by : Mary Scannell

Download or read book The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration written by Mary Scannell and published by McGraw Hill Professional. This book was released on 2010-05-28 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.

Enterprise Games

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Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449319564
Total Pages : 215 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis Enterprise Games by : Michael Hugos

Download or read book Enterprise Games written by Michael Hugos and published by "O'Reilly Media, Inc.". This book was released on 2012-09-19 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games will focus on specific issues and approaches for implementing gaming techniques and technologies in companies from startups to large established corporations. Issues will be discussed from business, social and technology perspectives. Areas such as health care and intellectual property concerns will be addressed.

42 Rules for a Web Presence That Wins (2nd Edition)

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Author :
Publisher : Happy About
ISBN 13 : 1607730960
Total Pages : 138 pages
Book Rating : 4.6/5 (77 download)

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Book Synopsis 42 Rules for a Web Presence That Wins (2nd Edition) by : Philippa Gamse

Download or read book 42 Rules for a Web Presence That Wins (2nd Edition) written by Philippa Gamse and published by Happy About. This book was released on 2012-11 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: Primarily designed for businesses which are not pure e-commerce companies, and that probably don't have the resources to deploy major enterprise software solutions and dedicated in-house technical teams, this volume explains business concepts, issues, strategies, and tactics for the Web.

AC/E Digital Culture Annual Report.

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Author :
Publisher : Acción Cultural Española, AC/E
ISBN 13 : 8415272936
Total Pages : 190 pages
Book Rating : 4.4/5 (152 download)

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Book Synopsis AC/E Digital Culture Annual Report. by : Javier Celaya

Download or read book AC/E Digital Culture Annual Report. written by Javier Celaya and published by Acción Cultural Española, AC/E. This book was released on 2018-04-17 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: The AC/E Digital Culture Annual Report is a publication which looks at the impact of the internet on our society. Its aim is to delve into the transformation happening within the arts and culture sector and to help entities and professionals create experiences that are in line with the expectations of 21st century consumers. The first part of the 2018 edition brings together texts from professionals in the arts and culture sector as well as from experts in the digital field, in order to get up to speed on important issues regarding main trends. Every year the second part of the edition (Focus) looks at the changes happening among readers and reading material. The aim is to outline a map of digital reading material. Mario Tascón takes a close look at our most connected cities that have been created by the latest interconnected devices and the Internet of Things. He then analyses the role that cultural spaces are destined to perform within these cities. Next, JosО Manuel MenОndez and David Jimeno Bermejo describe the latest challenges faced by immersive technologies and its growing role within the ecosystem of digital content. The Experimental UNIT of the University of Valencia reviews its experience with the use of digital design and analyses how the latest possibilities of mobile devices can offer resources for the construction of the museography debate. Jovanka Adzic discusses a burning issue. In her analysis on the evolution of social networks and their continuously expanding influence on our way of life, she also takes a look at the problem of fake news on the internet. Jovanka goes on to refl ect on the competitive advantage of FANG obtained through large volumes of social data, within an economy driven by Big Data. Elena Neira takes a look at the impact of consumption of on-screen culture and the business models that are based on subscriptions— the so-called “Netfl ix model”. And Emma Rodero – in line with this year’s central theme of Focus – examines the theme of orality and analyses the growing influence of sound and voice in the digital era. Pablo GervЗs builds on the concept of computational creativity and its impact on literary creation. We have a total of seven articles by renowned experts to help us learn and reflect on the changes affecting our society as a whole and to give us a glimpse of new opportunities for the sector of arts and culture. Every year the second part of the edition (Focus) reflects and explains – through the use of best-practice examples both nationally and internationally – the biggest changes happening among readers and reading material in the digital era. The main objective of this section is to present a unified view on the matter. Authors Luis Miguel Cencerrado, Elisa Yuste and Javier Celaya outlines a map to help us navigate with ease through all types of texts; highlighting the role of the reader in the current context of hybrid literature (paper, digital, audio, visual, transmedia, etc.) which is favoured by the digital era we live in. The annual review is published in both Spanish and English, in PDF and EPUB format and can be downloaded for free under the licence of Creative Commons. The publication can be downloaded on the AcciЧn Cultural EspaЦola website in the section digital publications. A copy can also be obtained from major distributors of national and international digital books.

Gamification for Tourism

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Author :
Publisher : Channel View Publications
ISBN 13 : 1845418247
Total Pages : 278 pages
Book Rating : 4.8/5 (454 download)

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Book Synopsis Gamification for Tourism by : Feifei Xu

Download or read book Gamification for Tourism written by Feifei Xu and published by Channel View Publications. This book was released on 2021-05-10 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.