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!

Rethinking Virtual Places

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Author :
Publisher : Indiana University Press
ISBN 13 : 0253058368
Total Pages : 264 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Rethinking Virtual Places by : Erik M. Champion

Download or read book Rethinking Virtual Places written by Erik M. Champion and published by Indiana University Press. This book was released on 2021-11-30 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.

The Business of Gamification

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Author :
Publisher : Routledge
ISBN 13 : 131758144X
Total Pages : 318 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis The Business of Gamification by : Mikolaj Dymek

Download or read book The Business of Gamification written by Mikolaj Dymek and published by Routledge. This book was released on 2016-09-13 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gamification in Higher Education

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000985741
Total Pages : 260 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Gamification in Higher Education by : Sierra Adare-Tasiwoopa ápi

Download or read book Gamification in Higher Education written by Sierra Adare-Tasiwoopa ápi and published by Taylor & Francis. This book was released on 2023-10-30 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587529
Total Pages : 842 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis ECGBL 2022 16th European Conference on Game-Based Learning by : Conceição Costa

Download or read book ECGBL 2022 16th European Conference on Game-Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:

e-HRM

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Author :
Publisher : Routledge
ISBN 13 : 1351698729
Total Pages : 292 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis e-HRM by : Mohan Thite

Download or read book e-HRM written by Mohan Thite and published by Routledge. This book was released on 2018-08-06 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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.

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.

ECEL 2019 18th European Conference on e-Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764415
Total Pages : pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECEL 2019 18th European Conference on e-Learning by : Rikke Ørngreen

Download or read book ECEL 2019 18th European Conference on e-Learning written by Rikke Ørngreen and published by Academic Conferences and publishing limited. This book was released on 2019-11-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Games in Everyday Life

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Publisher : Emerald Group Publishing
ISBN 13 : 1838679391
Total Pages : 245 pages
Book Rating : 4.8/5 (386 download)

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Book Synopsis Games in Everyday Life by : Nathan Hulsey

Download or read book Games in Everyday Life written by Nathan Hulsey and published by Emerald Group Publishing. This book was released on 2019-11-25 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends.

Gamification Design for Educational Contexts

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Author :
Publisher : Springer Nature
ISBN 13 : 3031319494
Total Pages : 140 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Gamification Design for Educational Contexts by : Armando Toda

Download or read book Gamification Design for Educational Contexts written by Armando Toda and published by Springer Nature. This book was released on with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Proceedings of the 17th European Conference on Game-Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587898
Total Pages : 950 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis Proceedings of the 17th European Conference on Game-Based Learning by : Ton Spil

Download or read book Proceedings of the 17th European Conference on Game-Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Gamification and Consumer Engagement

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Author :
Publisher : Springer Nature
ISBN 13 : 303054205X
Total Pages : 220 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Gamification and Consumer Engagement by : Rimantas Gatautis

Download or read book Gamification and Consumer Engagement written by Rimantas Gatautis and published by Springer Nature. This book was released on 2020-11-12 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values.

The Gamification of Society

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 178630645X
Total Pages : 226 pages
Book Rating : 4.7/5 (863 download)

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Book Synopsis The Gamification of Society by : Stéphane Le Lay

Download or read book The Gamification of Society written by Stéphane Le Lay and published by John Wiley & Sons. This book was released on 2021-04-27 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 gamifications 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 mechanics 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.

Developing Video Game Literacy in the EFL Classroom

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Author :
Publisher : Narr Francke Attempto Verlag
ISBN 13 : 3823392484
Total Pages : 364 pages
Book Rating : 4.8/5 (233 download)

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Book Synopsis Developing Video Game Literacy in the EFL Classroom by : Roger Dale Jones

Download or read book Developing Video Game Literacy in the EFL Classroom written by Roger Dale Jones and published by Narr Francke Attempto Verlag. This book was released on 2018-07-16 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

Digitisation

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Publisher : Routledge
ISBN 13 : 1317238915
Total Pages : 310 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Digitisation by : Gertraud Koch

Download or read book Digitisation written by Gertraud Koch and published by Routledge. This book was released on 2017-07-14 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Video Games as Culture

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Author :
Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 194 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Video Games as Culture by : Daniel Muriel

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.