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Gamification Mindset

Title
Gamification Mindset [electronic resource] / by Ole Goethe.
ISBN
9783030110789
Edition
1st ed. 2019.
Publication
Cham : Springer International Publishing : Imprint: Springer, 2019.
Physical Description
1 online resource (XI, 138 p.) 43 illus., 42 illus. in color.
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable. .
Variant and related titles
Springer ENIN.
Other formats
Printed edition:
Printed edition:
Format
Books / Online
Language
English
Added to Catalog
June 28, 2019
Series
Human–Computer Interaction Series,
Human–Computer Interaction Series,
Contents
Technology impact mindsets
Gamified thinking
Problems with applying gamified thinking into a product
Games are learning systems
Learning experiences in real life
Game design principles usable in gamification
Timings in games and gamification
Immersion in games and gamification
Multimodality in gamification.
Also listed under
SpringerLink (Online service)
Citation

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