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GAMIFICATION AND ITS APPLICATIONS

GAMIFICATION AND ITS APPLICATIONSvon Matthew N. O. Sadiku Sie sparen 19% des UVP sparen 19%
Über 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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  • Sprache:
  • Englisch
  • ISBN:
  • 9786206739142
  • Einband:
  • Taschenbuch
  • Seitenzahl:
  • 152
  • Veröffentlicht:
  • 12. Juli 2023
  • Abmessungen:
  • 150x10x220 mm.
  • Gewicht:
  • 244 g.
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Beschreibung von 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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