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

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Author :
Publisher :
ISBN 13 :
Total Pages : 153 pages
Book Rating : 4.:/5 (863 download)

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Book Synopsis Gamification by : Andrzej Marczewski

Download or read book Gamification written by Andrzej Marczewski and published by . This book was released on 2013 with total page 153 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

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 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

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.

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.

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.

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

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.

Game Frame

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Publisher : Simon and Schuster
ISBN 13 : 1451611072
Total Pages : 226 pages
Book Rating : 4.4/5 (516 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 226 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.

Gamification Marketing For Dummies

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

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Book Synopsis Gamification Marketing For Dummies by : Zarrar Chishti

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

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.

Engaging Consumers through Branded Entertainment and Convergent Media

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Author :
Publisher : IGI Global
ISBN 13 : 1466683430
Total Pages : 374 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Engaging Consumers through Branded Entertainment and Convergent Media by : Parreno, Jose Marti

Download or read book Engaging Consumers through Branded Entertainment and Convergent Media written by Parreno, Jose Marti and published by IGI Global. This book was released on 2015-04-30 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: Branded entertainment is gaining popularity within marketing communications strategies. Blurring the lines between advertisements and editorial content, branded marketing provides advertisers and consumers with highly engaging media content that benefits them both. Engaging Consumers through Branded Entertainment and Convergent Media provides an interdisciplinary approach to connecting with the consumer through branding strategies in the entertainment and media fields. Featuring information regarding emergent research and techniques, this publication is a critical reference source for academics, university teachers, researchers and post-graduate students, as well as universities, advertising agencies, marketing directors, brand managers, and professionals interested in the usage and benefits of branded entertainment.

Learning With Escape Rooms in Higher Education Online Environments

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Author :
Publisher : IGI Global
ISBN 13 : 1668460823
Total Pages : 376 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Learning With Escape Rooms in Higher Education Online Environments by : Santamaría Urbieta, Alexandra

Download or read book Learning With Escape Rooms in Higher Education Online Environments written by Santamaría Urbieta, Alexandra and published by IGI Global. This book was released on 2023-02-10 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teachers, professors, and educational professionals have the opportunity to create new, challenging, significant, and interactive learning experiences for today’s students. Escape rooms are growing in popularity as they provide numerous benefits and opportunities for learning; however, the use of escape rooms in higher education is not always taken seriously. Learning With Escape Rooms in Higher Education Online Environments proves that it is possible to take escape rooms to higher education with great results for both teachers and students by presenting different escape room proposals that are explained in detail with the instructions and materials used so that any teacher could replicate it in their subject. Covering key topics such as online learning, student learning, and computer science, this reference work is ideal for principals, industry professionals, researchers, scholars, practitioners, academicians, instructors, and students.

Administrative Leadership in Open and Distance Learning Programs

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Author :
Publisher : IGI Global
ISBN 13 : 1522526463
Total Pages : 398 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Administrative Leadership in Open and Distance Learning Programs by : Buyuk, Koksal

Download or read book Administrative Leadership in Open and Distance Learning Programs written by Buyuk, Koksal and published by IGI Global. This book was released on 2017-06-16 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: The face of education is constantly being transformed due to rapid changes in technology. It is imperative that leadership trends and techniques be evaluated in the educational field, particularly in reference to alternative learning programs. Administrative Leadership in Open and Distance Learning Programs is a pivotal scholarly resource that discusses emerging issues surrounding the administration of non-traditional education practices. Highlighting relevant topics that include policy development, quality assurance, accreditation, and assessment systems, this publication is an ideal reference source for educators, academicians, graduate students, and researchers that are interested in the progression of open and distance education.

Systems-of-Systems Perspectives and Applications

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Author :
Publisher : BoD – Books on Demand
ISBN 13 : 1839683279
Total Pages : 244 pages
Book Rating : 4.8/5 (396 download)

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Book Synopsis Systems-of-Systems Perspectives and Applications by : Tien M. Nguyen

Download or read book Systems-of-Systems Perspectives and Applications written by Tien M. Nguyen and published by BoD – Books on Demand. This book was released on 2021-07-07 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: This professional technical book presents complex topics on System-of-System (SoS) and Systems-of-Systems (SOS) engineering, SOS enterprise architecture (SOSEA) design and analysis, and implementation of SOSEA framework along with the modeling, simulation and analysis (MS&A) models in MATLAB. In addition, the book also extends the use of SOS perspectives for the development of computer simulation models for complex processes, systems, decision support systems, and game-theoretic models. This book is intended for two reader categories; namely, a primary and secondary category. The primary category includes system engineers, SOS architects, and mathematicians. The secondary category includes scientists and researchers in space/airborne systems, wireless communications, medicine, and mathematics, who would benefit from several chapters that contain open problems and technical relevance.