Testing the Effects of Individual Gamification Elements on Motivation and Performance Quality to Better Understand how They Can be Implemented in an Organisational Context

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ISBN 13 :
Total Pages : 103 pages
Book Rating : 4.:/5 (958 download)

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Book Synopsis Testing the Effects of Individual Gamification Elements on Motivation and Performance Quality to Better Understand how They Can be Implemented in an Organisational Context by : Taryn Steyn

Download or read book Testing the Effects of Individual Gamification Elements on Motivation and Performance Quality to Better Understand how They Can be Implemented in an Organisational Context written by Taryn Steyn and published by . This book was released on 2015 with total page 103 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Effects of Gamification on Motivation and Performance

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Publisher : Springer Nature
ISBN 13 : 3658351950
Total Pages : 195 pages
Book Rating : 4.6/5 (583 download)

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Book Synopsis The Effects of Gamification on Motivation and Performance by : Anna Faust

Download or read book The Effects of Gamification on Motivation and Performance written by Anna Faust and published by Springer Nature. This book was released on 2021-08-24 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.

The Effects of Gamification on Engagement and Response Accuracy in Discriminatory Sensory Testing

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Publisher :
ISBN 13 :
Total Pages : 35 pages
Book Rating : 4.:/5 (13 download)

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Book Synopsis The Effects of Gamification on Engagement and Response Accuracy in Discriminatory Sensory Testing by : Jessica Miao

Download or read book The Effects of Gamification on Engagement and Response Accuracy in Discriminatory Sensory Testing written by Jessica Miao and published by . This book was released on 2021 with total page 35 pages. Available in PDF, EPUB and Kindle. Book excerpt: Improving panelist engagement in sensory and consumer testing through methodological manipulations seeks to improve the quality of data collected by achieving more accurate and reliable evaluations by consumers. Engagement is the psychological phenomenon of being occupied in terms of attention and effort. Gamification, a concept that has been increasingly leveraged by many different sectors over the years, aims to increase engagement and performance in regards to a given activity. Gamification is the implementation of game elements into non-gaming contexts, such as education, health, and work. Game elements can range from simple to complex. Successful gamification is generally seen as nuanced and more than adding simple game elements to a task. Few studies have applied gamification to sensory testing methods, and has not been systematically researched within the sensory and consumer testing realm. Therefore, the objective of this study was to determine whether gamification has an effect on engagement and panelist performance in discriminatory sensory testing. Specifically, this study applied three individual game elements and a combination of those game elements to a series of triangle tests. Four experiments were conducted. Each experiment had a gamified series of triangle tests condition and a control condition. The order of completion of each condition was randomized and counterbalanced across subjects. Subjects completed the Engagement Questionnaire (EQ) after each condition. The EQ measures engagement with items in three factors: active involvement, purposeful intent, and affective value. A progress bar was incorporated into the testing interface for Experiment 1. In Experiment 2, feedback was given to panelists as to whether they were right or wrong in their sample selection. In Experiment 3, a narrative was introduced at the beginning of the test and reinforced throughout the task. A combination of the progress bar, feedback, and narrative was used in Experiment 4. Each experiment had a control condition, where panelists completed the same triangle tests with none of the gamified elements present. Panelists’ ratings for each EQ item were averaged within a factor to establish an average factor score. For all four experiments, a two-way Analysis of Variance (ANOVA) was used to assess differences in average engagement factor scores between the gamified and control conditions. Panelists and conditions were treated as main effects. The number of correct triangle tests were counted for each panelist in the experimental and control conditions. To determine whether gamification had an effect on panelist performance, the number of correct triangles in each condition were compared using paired samples t-tests. Individual game elements (Experiments 1, 2, and 3) did not significantly impact engagement levels. However, a combination of the game elements did (Experiment 4). In Experiment 4, engagement increased significantly for two out of three factors (purposeful intent and affective value). Panelist performance increased significantly in Experiment 1 (progress bar), but this was unlikely related to panelist engagement. Panelist performance did not differ significantly between conditions in Experiments 2, 3, and 4. This research demonstrates that individual game elements may not be able to increase panelist engagement. However, the results from Experiment 4 suggest that a combination of these elements can increase engagement. The findings here also showed that the relationship between panelist engagement and performance is nuanced, and task difficulty plays an important role. Overall, this study provides a baseline understanding of the methodical application of gamification in a discrimination sensory task.

Gamification in Education and Business

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Publisher : Springer
ISBN 13 : 3319102087
Total Pages : 749 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Gamification in Education and Business by : Torsten Reiners

Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2014-11-22 with total page 749 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Assessing the Effects of Gamification Applications and its Benefits for the Workplace

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Publisher : GRIN Verlag
ISBN 13 : 3668765022
Total Pages : 36 pages
Book Rating : 4.6/5 (687 download)

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Book Synopsis Assessing the Effects of Gamification Applications and its Benefits for the Workplace by : Carolin Klosterkamp

Download or read book Assessing the Effects of Gamification Applications and its Benefits for the Workplace written by Carolin Klosterkamp and published by GRIN Verlag. This book was released on 2018-08-02 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bachelor Thesis from the year 2014 in the subject Business economics - Miscellaneous, grade: 1,0, University of Mannheim (Chair of Information Systems lV), course: Bachelorarbeits - Modul, language: English, abstract: At a time, when enterprises and companies struggle with low levels of engagement and motivation but games are as popular as never before, it is not surprising that the answer and cure-it-all to those problems seems to be Gamification. Gamification is the use of game elements in non-game contexts and promises to transfer the astonishing ability of games to engage people to the workplace. The reason for the recent emergence of Gamification is the transformation of the nature of work and the workforce itself. The design of enterprise software has shifted to a new era that largely focuses on what is pleasurable. This shift in focus is due to millenials, also referred to as digital natives who have just started to enter the workforce and have different expectations, attitudes and skills compared to previous generations. Millenials have grown up with social media and mobile technology and prefer to use the same technology at home and at work. In particular mobile technology for mobile devices supports the development towards a playful and intuitive interaction. As digital natives are used to this kind of technology they engage and interact differently with each other in the workplace. In order to engage and motivate them, companies have to change their traditional ways of interaction. Gamification is one of the first steps towards this change and seems to be the answer to what is pleasurable to people. As Gamification is a fairly new topic, there is few research on its effects so far. Gamification is said to motivate employees and engage with customers at the same time and even though there is little proof for this assumption, learning theory works in favor of it. The number of papers published on Gamification has grown significantly during the last years, but there is no clear understanding about which overall results they yield and under which circumstances those are valid. As more and more companies implement Gamification mechanics due to its promising concept, its success has to be measured reliably.

Serious Games and Edutainment Applications

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Publisher : Springer
ISBN 13 : 3319516450
Total Pages : 694 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Adaptive Gamification of Digital Learning Environments

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ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.:/5 (125 download)

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Book Synopsis Adaptive Gamification of Digital Learning Environments by : Stuart Hallifax

Download or read book Adaptive Gamification of Digital Learning Environments written by Stuart Hallifax and published by . This book was released on 2020 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification, the use of game elements in non game contexts, is becoming widely used in the educational field to enhance learner engagement, motivation, and performance. Many current approaches propose systems where learners use the same game elements. However, recent studies show that learners react differently to different game elements, and that learner motivation, engagement, and performance can vary greatly depending on individual characteristics such as personality, game preferences, and intrinsic motivation for the learning activity. Results indicate that in some cases game elements that are not adapted to learners can at best fail to motivate them, and at worst demotivate them. Therefore, adapting game elements to individual learner preferences is important. This thesis was part of the LudiMoodle project, dedicated to the gamification of learning resources to enhance learner engagement and motivation. In this thesis, I propose a new system that adapts relevant game elements to learners using individual characteristics, as well as learner engagement. This work is based on previous results in the general gamification field, as well as more specific results from gamification in education. Our main goal is to propose a generic adaptation engine model, instantiated with specific adaptation rules for our educational context. This manuscript presents four major contributions: (1) A general adaptation engine architecture that can be implemented to propose relevant game elements for learners, using both a static and dynamic adaptation approach; (2) A design space and design tools that allows the creation of relevant and meaningful game elements, in collaboration with the various actors of the gamification process (designers, teachers, learners etc.); (3) A static adaptation approach that uses a compromise between both learners' player profile (i.e. preferences for games) and their initial motivation for the learning task; (4) A dynamic learner model built on a trace-based approach to propose an adaptation intervention when an abnormal decrease in engagement is detected. The adaptation engine was implemented in a prototype for the LudiMoodle project, that was used by 258 learners in 4 different secondary schools in France for learning mathematics. To build this prototype we ran a real world study, where learners used this tool as a part of their normal mathematics course. From this study, we ran multiple analyses to better understand the factors that influence the motivational variations of the learners, and how their interaction traces could predict their engagement with the learning task. These analyses served to evaluate the impact of the adaptation of game elements on learner motivation and engagement, and to build the trace based model used for dynamic adaptation.This work represents a significant advancement for the adaptive gamification field, through a generic model for static and dynamic adaptation, with the former based on individual learner characteristics, and the latter on observed learner engagement. I also provide tools and recommendations for designers, to help explore different game element designs. Finally, I discuss these findings in terms of research perspectives, notably with regards to further possible advancements in the dynamic adaptation domain.

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

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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.

Gamification: Video Game Element Incentives in Cross-Functional Enterprise Information System - Project Finance and Risk Management

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Publisher : diplom.de
ISBN 13 : 3842835094
Total Pages : 129 pages
Book Rating : 4.8/5 (428 download)

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Book Synopsis Gamification: Video Game Element Incentives in Cross-Functional Enterprise Information System - Project Finance and Risk Management by : Dennis Lichtenvoort

Download or read book Gamification: Video Game Element Incentives in Cross-Functional Enterprise Information System - Project Finance and Risk Management written by Dennis Lichtenvoort and published by diplom.de. This book was released on 2014-03-10 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction: ‘Play so that you may be serious.” - Anacharsis. Although play is generally regarded as involving neither utility nor meaning and thus as a free time activity, the above quote illustrates that man has known since the times of the Scythian philosopher Anacharsis that we learn from play. Play thus acts as a foundation for our more serious behaviour. With the advent of Gamification in the year 2008, interest in this concept has been surged. In general, the term Gamification describes how games (or certain game elements) can increase customer engagement when used in the context of marketing. For example, by playing a game, the user or player remains on the website longer. The integration of a game into an organization’s website thus can increase the players awareness of a product, their familiarity with the product, the player is more easily convinced of the product’s benefits and is more susceptible for the company’s Unique Selling Points. Several studies hypothesize that Gamification can also be used in a serious or in an enterprise context (e.g., Flatla, 2011; Singer, 2012). This leads to the question, to what extent can Gamicfication be employed? This work focusses on the idea of gamifying an Enterprise Information System (EIS), which by definition spans several internal business functions. It is hypothesized that Gamification can foster several aspects concerning the use and utilization of such EIS, ranging from a faster learning and more efficient working on the employee’s side to an impact on profitability parameters on the organization’s side. 1.1. Aim of this Work: The aim of this work is to show that Gamification can be used to empower Enterprise Information Systems (EIS) and particularly a company’s internal use of those systems. This will be achieved by showing that by nature employees have the same psychological needs Gamification addresses to trigger an increased engagement with the gamified software. It will be assessed which different elements Gamification consists of and what exact fundamental psychological aspects these elements address. It is hypothesized that this leads to an intrinsic motivation to use the software, causing the experience of ‘fun”, which consequently leads to an increase in productivity. [...]

PERSONALIZED ADAPTIVE GAMIFICATION SYSTEMS TO IMPROVE PERFORMANCE AND MOTIVATION.

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ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (111 download)

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Book Synopsis PERSONALIZED ADAPTIVE GAMIFICATION SYSTEMS TO IMPROVE PERFORMANCE AND MOTIVATION. by : Christian Enmanuel Lopez Bencosme

Download or read book PERSONALIZED ADAPTIVE GAMIFICATION SYSTEMS TO IMPROVE PERFORMANCE AND MOTIVATION. written by Christian Enmanuel Lopez Bencosme and published by . This book was released on 2019 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The objective of this dissertation is to empirically test the effects of personalized gamification on individuals performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement game elements into non-game contexts with the goal of increasing the motivation and performance of individuals on a task or set of tasks (i.e., promote action or behavior). Studies support the potential for gamification to improve the motivation and performance of individuals in a wide range of applications; however, researchers caution that some caveats exist. Primarily, they caution that the current one-size-fits-all design approach, which assumes individuals are a homogenous group that reacts similarly to game elements, is not an optimal design approach. This is because research indicates that a game element that positively impacts an individuals motivation might not improve, or could even worsen, the motivation of another individual. Moreover, studies have shown that the positive effects of gamification on individuals motivation may diminish over time. Due to these limitations, researchers are starting to explore how player type models (e.g., Hexad player type) and personality trait models (e.g., Five Factor model) can be implemented to advance gamification. Both personality traits and player type models aim to capture the differences between individuals, which can help explain the dissimilarities in their behaviors and attitudes. However, personality trait models can be understood as a high-level conceptualization of individual differences, not focused on any specific domain or behavior as opposed to player type models. Unfortunately, existing gamification methods do not personalize applications at an individual level or systematically capture data of an individuals interaction with an application to adapt accordingly. Researchers advise that in order to solve the diminishing effects of gamification and maximize its potential, more emphasis should be placed on designing methods for personalized and adaptive applications that are capable of motivating and improving individuals performance.In light of these limitations, this dissertation first presents a study that explores the relationship between an individuals player type and their perception of game elements implemented in an educational gamified application. Subsequently, a controlled experiment is presented in which a gamified and a non-gamified physical-interactive application are used. In this experiment, the relationship that individuals player type and their personality trait have with both their perception of and performance in the application are explored. The results of these studies show that individuals performance and perception of the gamified applications used are associated with their player type. Moreover, the results reveal that the Hexad player type model was able to explain more of the variability in individuals performance data than the Five Factor personality trait model. Combining these findings with previous research, a method to personalize gamified applications based on individuals Hexad player type is presented. The method is intended to help designers in the systematic selection of game elements that are worth exploring. The method is based on a game elements recommendation algorithm that aims to minimize the design complexity of gamified applications while maximizing the potential to improve the motivation and performance of individuals. In addition, a machine learning method that analyses task and facial expression data to predict the performance of individuals in a gamified application is presented. The results of a case study reveal the capability and feasibility of the machine learning method to accurately predict the performance of individuals in gamified applications. This method could potentially be used to adapt the task difficulty and the game elements of an application. Finally, to explore the effects that personalized gamification has on individuals performance, a randomized experiment is conducted. In this experiment, the performance of participants who interact with (i) a personalized gamified application, (ii) a non-personalized gamified application, (iii) a non-gamified application, and (iv) a counter-personalized gamified application is analyzed. The results reveal that individuals interacting with the personalized gamified application performed better than any other group. In contrast, those who interacted with the counter-personalized gamified application performed worse than any other group and did not show any performance improvement after interacting with the application for a second time. This dissertation provides empirical evidence of the benefits that personalized gamification has on individuals performance. Due to the heterogeneity of individuals, the methods presented in this dissertation could be employed in a wide range of contexts to help personalize and adapt gamified applications with the objective to improve individuals performance.

Gamification as a Means of Workplace Performance Improvement

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Publisher : GRIN Verlag
ISBN 13 : 3668460981
Total Pages : 56 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Gamification as a Means of Workplace Performance Improvement by : John Peacock

Download or read book Gamification as a Means of Workplace Performance Improvement written by John Peacock and published by GRIN Verlag. This book was released on 2017-06-08 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bachelor Thesis from the year 2015 in the subject Leadership and Human Resources - Miscellaneous, grade: 2,3, University of Applied Sciences Berlin, language: English, abstract: This thesis explores how gamification might be implemented to lessen the problems associated with of the Dunning-Krüger Effect and Imposter Syndrome within commercial organizations. The thesis attempts to discern if and to what extent gamification can be used as a systemically integrated concept to provide superior training opportunities and facilitate an open, unbiased feedback culture within organizations with the goal of alleviating the previously noted metacognitive deficiencies. Moreover, successful implementations of gamification are reviewed to determine whether or not they are useful in achieving these goals of providing better, more frequent performance feedback and training opportunities to employees. The specific research questions are stated clearly as follows: Can gamification prevent or remedy problems associated with the Dunning-Kruger Effect and the Imposter Syndrome? If yes, which elements of gamification are helpful in achieving this goal? What inherent risks exist in doing so?

Exploring Gamification in Digital Learning Environments

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Publisher : BoD – Books on Demand
ISBN 13 : 3737608350
Total Pages : 317 pages
Book Rating : 4.7/5 (376 download)

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Book Synopsis Exploring Gamification in Digital Learning Environments by : Sofia Schöbel

Download or read book Exploring Gamification in Digital Learning Environments written by Sofia Schöbel and published by BoD – Books on Demand. This book was released on 2020 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Motivating Others

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Publisher : Allyn & Bacon
ISBN 13 :
Total Pages : 292 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Motivating Others by : Johnmarshall Reeve

Download or read book Motivating Others written by Johnmarshall Reeve and published by Allyn & Bacon. This book was released on 1996 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motivating Others focuses on helping teachers to encourage and nurture their students' natural motivation. With its constructivist, humanistic approach, this book presents theoretical rationale as well as practical 'how-to' applications within a clear, conceptual, organizational framework for the study of motivation.

The Business of Gamification

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Publisher : Taylor & Francis
ISBN 13 : 1317581458
Total Pages : 252 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 Taylor & Francis. This book was released on 2016-09-13 with total page 252 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 Design for Educational Contexts

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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:

For the Win, Revised and Updated Edition

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Author :
Publisher : University of Pennsylvania Press
ISBN 13 : 1613631049
Total Pages : 153 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 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, Drive Why can't life—and business—be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, 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. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do. Discover the successes—and failures—of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash. The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.

Psychological Assessment in South Africa

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Publisher : NYU Press
ISBN 13 : 1868149455
Total Pages : 592 pages
Book Rating : 4.8/5 (681 download)

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Book Synopsis Psychological Assessment in South Africa by : Sumaya Laher

Download or read book Psychological Assessment in South Africa written by Sumaya Laher and published by NYU Press. This book was released on 2013-01-01 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an overview of the research related to psychological assessment across South Africa. The thirty-six chapters provide a combination of psychometric theory and practical assessment applications in order to combine the currently disparate research that has been conducted locally in this field. Existing South African texts on psychological assessment are predominantly academic textbooks that explain psychometric theory and provide brief descriptions of a few testing instruments. Psychological Assessment in South Africa provides in-depth coverage of a range of areas within the broad field of psychological assessment, including research conducted with various psychological instruments. The chapters critically interrogate the current Eurocentric and Western cultural hegemonic practices that dominate the field of psychological assessment. The book therefore has the potential to function both as an academic text for graduate students, as well as a specialist resource for professionals, including psychologists, psychometrists, remedial teachers and human resource practitioners.