Gamification: A Simple Introduction

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Author :
Publisher : Andrzej Marczewski
ISBN 13 : 1471798666
Total Pages : 33 pages
Book Rating : 4.4/5 (717 download)

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Book Synopsis Gamification: A Simple Introduction by : Andrzej Marczewski

Download or read book Gamification: A Simple Introduction written by Andrzej Marczewski and published by Andrzej Marczewski. This book was released on 2013 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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

Gamification with Moodle

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Publisher : Packt Publishing Ltd
ISBN 13 : 1785286811
Total Pages : 135 pages
Book Rating : 4.7/5 (852 download)

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Book Synopsis Gamification with Moodle by : Natalie Denmeade

Download or read book Gamification with Moodle written by Natalie Denmeade and published by Packt Publishing Ltd. This book was released on 2015-10-20 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.

Game Thinking

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Publisher : Gamethinking.IO
ISBN 13 : 9780999788547
Total Pages : 214 pages
Book Rating : 4.7/5 (885 download)

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Book Synopsis Game Thinking by : Amy Jo Kim

Download or read book Game Thinking written by Amy Jo Kim and published by Gamethinking.IO. This book was released on 2018-05-25 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Actionable Gamification

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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 at Work

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Publisher :
ISBN 13 : 9788792964076
Total Pages : 168 pages
Book Rating : 4.9/5 (64 download)

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Book Synopsis Gamification at Work by : Janaki Mythily Kumar

Download or read book Gamification at Work written by Janaki Mythily Kumar and published by . This book was released on 2013 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Business Gamification For Dummies

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Publisher : John Wiley & Sons
ISBN 13 : 1118466942
Total Pages : 323 pages
Book Rating : 4.1/5 (184 download)

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Book Synopsis Business Gamification For Dummies by : Kris Duggan

Download or read book Business Gamification For Dummies written by Kris Duggan and published by John Wiley & Sons. This book was released on 2013-01-23 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: The easy way to grasp and use gamification concepts in business Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.). Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model. How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment How to build a successful gamification program How to entice and retain customers using gamification How to drive employee behavior inside your organization Real-world illustrations of gamification at work If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.

Even Ninja Monkeys Like to Play: Unicorn Edition

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Author :
Publisher : Independently Published
ISBN 13 : 9781724017109
Total Pages : 346 pages
Book Rating : 4.0/5 (171 download)

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Book Synopsis Even Ninja Monkeys Like to Play: Unicorn Edition by : Andrzej Marczewski

Download or read book Even Ninja Monkeys Like to Play: Unicorn Edition written by Andrzej Marczewski and published by Independently Published. This book was released on 2018-10-03 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the hugely updated second edition of Even Ninja Monkeys Like To Play. A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on a journey through the theories on which gamification is built, onto practical advice for building gamified solutions. "A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej's best-in-class categorisation of what works most appropriately for whom." -- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of "Designing Virtual Worlds" Andrzej Marczewski's book "Even Ninja Monkeys Like To Play" gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply. -- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher Contents The Theory of Games, Play and Gamification What is Gamification? What Are Games and Play? What Are Game Mechanics? What is Fun? What is Game Thinking? Gamification and Game Thinking in Practice Ethical Considerations of Gamification The Science of Gamification What Motivates Us? The Intrinsic Motivation RAMP What is Flow and Why is it Important? User Types in Gamification (The HEXAD) The Neuroscience of Gamification Building Gamified Solutions How to Start with The User Journey How to Use Points, Badges and Leaderboards How to Set Clear Goals How to Design Good Feedback and Reward Systems How to Design a Simple Gamified System How to Understand Emotions in Gamification Design How to Use Narrative to Create Deeper Experiences How to Create Playful Experiences How to Handle Cheating How to See it From the User's Perspective Gamification Mechanics and Elements Planning and Implementing your Gamification Design The Gamification Design Framework How to Keep the User Engaged How to Balance a Gamified System Keeping it Simple Tying Loyalty into Gamification Modelling Gamified Systems Final Thoughts Five Steps to a Happier Life with Gamification Other Design Tips

Gamification 2.0 - A Concept

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Author :
Publisher : Eamonn Killian
ISBN 13 :
Total Pages : 93 pages
Book Rating : 4./5 ( download)

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Book Synopsis Gamification 2.0 - A Concept by : Eamonn Killian

Download or read book Gamification 2.0 - A Concept written by Eamonn Killian and published by Eamonn Killian. This book was released on 2013-12-17 with total page 93 pages. Available in PDF, EPUB and Kindle. Book excerpt: ABSTRACT The purpose of this coffee shop read is to attempt to highlight the criticality to our society from the rise of the concept of Gamification as its place as a component of the “Convergence” of some amazing technologies (in particular: Cloud, Gaming/MMOG, Gamification and BigData) that is clear to many inside the IT world. I am not a deep technical “guru” I am a businessman that seeks to understand these technologies in order to find a means by which they can be leveraged ultimately for commercial gain. This short book is the output from my investigation of Gamification and Analytics and is written in lay persons’ terms to try to take other business, non-IT, and non-programming literate readers on the journey I took which resulted in a deepening of my understanding of why games and game mechanics have become part of the bedrock for our future exploitation of computer processing as a whole. In doing so it is hoped this short book has answered some seemingly simple questions during the journey, namely: What is Gamification? How does Gamification link to human psychology? Why is Gamification important? How can a business use Gamification 1.0 today? and Where is Gamification going, how is it evolving and what could be the ultimate result of its exploitation? For much more on the Convergence of these technologies please review my website: www.eamonnkillian.com

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

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Author :
Publisher : IGI Global
ISBN 13 : 1799892255
Total Pages : 657 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar

Download or read book Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Game Frame

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Publisher : Simon and Schuster
ISBN 13 : 9781451611076
Total Pages : 224 pages
Book Rating : 4.6/5 (11 download)

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Book Synopsis Game Frame by : Aaron Dignan

Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

For the Win, Revised and Updated Edition

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Author :
Publisher : University of Pennsylvania Press
ISBN 13 : 1613631464
Total Pages : 152 pages
Book Rating : 4.6/5 (136 download)

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Book Synopsis For the Win, Revised and Updated Edition by : Kevin Werbach

Download or read book For the Win, Revised and Updated Edition written by Kevin Werbach and published by University of Pennsylvania Press. This book was released on 2020-11-10 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. This edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.

Innovation of Multidisciplinary Research in Present and Future Time (Volume-3)

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Author :
Publisher : The Hill Publication
ISBN 13 : 8196270224
Total Pages : 131 pages
Book Rating : 4.1/5 (962 download)

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Book Synopsis Innovation of Multidisciplinary Research in Present and Future Time (Volume-3) by : Chief Editor (Author)- BIPLAB AUDDYA, Editor- DR.S.KARTHIK, Dr. Abira Choudhury, Dr. Vrittee. C. Parikh, Dr. Ashok Kumar Sahoo, Ms. Priyanka Sharma, Dr. P. Prasanth Naik

Download or read book Innovation of Multidisciplinary Research in Present and Future Time (Volume-3) written by Chief Editor (Author)- BIPLAB AUDDYA, Editor- DR.S.KARTHIK, Dr. Abira Choudhury, Dr. Vrittee. C. Parikh, Dr. Ashok Kumar Sahoo, Ms. Priyanka Sharma, Dr. P. Prasanth Naik and published by The Hill Publication. This book was released on 2023-04-16 with total page 131 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multidisciplinary Research / Approach /Subject/Education is a unique part of education. By this education students learn and collect knowledge/ideas from different disciplines. The present Book volume is based on the Multidisciplinary Research and introduces on different important topics by research paper contributors like: The National Education Policy 2020: Transforming Curriculum and Pedagogy, IMPACTS OF GLOBALIZATION FOR WOMEN'S BUSINESS IN COVID 19, ChatGPT: A Look at the Past, Present, and Future of Language Models, THE IMPACT OF AI AND ROBOTICS ON MANUFACTURING: A MULTIDISCIPLINARY RESEARCH APPROACH, Artificial Intelligence based E Learning Trends, A STUDY ON CONCEPTS AND IMPLICATIONS OF DIGITAL INDIA, CHALLENGES AND OPPORTUNITIES IN INDIAN AGRICULTURE: AN OVERVIEW, Preparing Pre-Service Teachers for Inclusive Education Shifts Reformsin Teacher Education: A Review Study, Development of thermal Insulated semi ceramic Mats for avoiding thermal destruction on dining Table, “THE RISE AND EVOLUTION OF FINTECH COMPANIES IN INDIA: A COMPREHENSIVE STUDY”, ARTIFICIAL INTELLIGENCE IN RECRUITMENT PROCESS IN THE BANKING SECTOR IN INDIA, INNOVATION IN ACADEMIC LIBRARIES AND LIBRARIANSHIP, A state-of-the-art analysis of Covid-19's effects on slum areas, Cybersecurity Threats and Solutions, TRACING THE OBLIVION HISTORY OF TRIBES: PAUCITY OF TRIBAL LITERATURE, Introduction to the Philosophy of Sant Tukaram Maharaj, The Impact of Gamification on Consumer Brand Engagement, HALAL ORGANIC COSMETICS USING PROPHETIC MEDICINE WITH REFERENCE TO SHASHA NATURALS, AN APPROACH OF RELIABILITY MODELLING OF THE PROBABILITY FOR AN EARTHQUAKE. Thanks to The Hill Publication, all Editors and all Research Paper Contributors of this Book {Innovation of Multidisciplinary Research in Present and Future Time (Volume-3)}.

Financial Education and Risk Literacy

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Author :
Publisher : Edward Elgar Publishing
ISBN 13 : 178990885X
Total Pages : 328 pages
Book Rating : 4.7/5 (899 download)

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Book Synopsis Financial Education and Risk Literacy by : Riccardo Viale

Download or read book Financial Education and Risk Literacy written by Riccardo Viale and published by Edward Elgar Publishing. This book was released on 2021-01-29 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative book explores how the design of financial education programmes could benefit from the findings of behavioural economics and finance and cognitive sciences. It covers the social, cultural and technological determinants of financial education, the role of the banking system in promoting financial literacy, and how governments and regulatory authorities are dealing with financial education and risk literacy programmes in schools.

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.

Gamify

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Author :
Publisher : Routledge
ISBN 13 : 1351861778
Total Pages : 136 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis Gamify by : Biran Burke

Download or read book Gamify written by Biran Burke and published by Routledge. This book was released on 2016-10-14 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Political Game Theory

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Author :
Publisher : Cambridge University Press
ISBN 13 : 9781107438637
Total Pages : 0 pages
Book Rating : 4.4/5 (386 download)

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Book Synopsis Political Game Theory by : Nolan McCarty

Download or read book Political Game Theory written by Nolan McCarty and published by Cambridge University Press. This book was released on 2014-10-30 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Political Game Theory is a self-contained introduction to game theory and its applications to political science. The book presents choice theory, social choice theory, static and dynamic games of complete information, static and dynamic games of incomplete information, repeated games, bargaining theory, mechanism design and a mathematical appendix covering, logic, real analysis, calculus and probability theory. The methods employed have many applications in various disciplines including comparative politics, international relations and American politics. Political Game Theory is tailored to students without extensive backgrounds in mathematics, and traditional economics, however there are also many special sections that present technical material that will appeal to more advanced students. A large number of exercises are also provided to practice the skills and techniques discussed.