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GAMIFICATION AND ITS APPLICATIONS - Matthew N. O. Sadiku - Bog

GAMIFICATION AND ITS APPLICATIONSaf Matthew N. O. Sadiku
Bag om GAMIFICATION AND ITS APPLICATIONS

Games are widely popular and entertaining. They have become favorite entertainment activity for many people worldwide. This is why the games industry is one of the most lucrative industries due to the billion-dollar sales of digital games. Gamification is a transformation of something into a game. It is basically adapting game-design elements (fun, play, transparency, reward, incentive, competition, and challenge) and game thinking to non-game contexts like education, healthcare, business, warfare, and shopping. It is the process of applying the science and psychology of digital gaming (such video game elements) in a non-game environment. It is an umbrella term for using video game elements in non-gaming platforms with the goal of improving user experience and engagement. Gamification techniques are being used across a broad range of applications to achieve a variety of goals. It has been widely applied in areas such as education, business, healthcare, edutainment, information studies, human¿computer interaction, financial services and other areas. This book provides an easy-to-read guide on gamification and its various applications for professionals and researchers.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9786206739142
  • Indbinding:
  • Paperback
  • Sideantal:
  • 152
  • Udgivet:
  • 12. juli 2023
  • Størrelse:
  • 150x10x220 mm.
  • Vægt:
  • 244 g.
  • 2-3 uger.
  • 10. december 2024
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  • BLACK NOVEMBER

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Prøv i 30 dage for 45 kr.
Herefter fra 79 kr./md. Ingen binding.

Beskrivelse af GAMIFICATION AND ITS APPLICATIONS

Games are widely popular and entertaining. They have become favorite entertainment activity for many people worldwide. This is why the games industry is one of the most lucrative industries due to the billion-dollar sales of digital games. Gamification is a transformation of something into a game. It is basically adapting game-design elements (fun, play, transparency, reward, incentive, competition, and challenge) and game thinking to non-game contexts like education, healthcare, business, warfare, and shopping. It is the process of applying the science and psychology of digital gaming (such video game elements) in a non-game environment. It is an umbrella term for using video game elements in non-gaming platforms with the goal of improving user experience and engagement. Gamification techniques are being used across a broad range of applications to achieve a variety of goals. It has been widely applied in areas such as education, business, healthcare, edutainment, information studies, human¿computer interaction, financial services and other areas. This book provides an easy-to-read guide on gamification and its various applications for professionals and researchers.

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