Gamification by Design

Implementing Game Mechanics in Web and Mobile Apps

Author: Gabe Zichermann,Christopher Cunningham

Publisher: "O'Reilly Media, Inc."

ISBN: 1449397670

Category: Computers

Page: 182

View: 2069

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Provides information on creating Web and mobile applications based on the principles of game mechanics.
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Gamification by Design

Implementing Game Mechanics in Web and Mobile Apps

Author: Gabe Zichermann,Christopher Cunningham

Publisher: "O'Reilly Media, Inc."

ISBN: 1449315399

Category: Computers

Page: 208

View: 2789

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What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers. This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment. Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty. Discover the motivational framework game designers use to segment and engage consumers Understand core game mechanics such as points, badges, levels, challenges, and leaderboards Engage your consumers with reward structures, positive reinforcement, and feedback loops Combine game mechanics with social interaction for activities such as collecting, gifting, heroism, and status Dive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and Zynga Get the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville "Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
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Mobile e-Health

Author: Hannah R. Marston,Shannon Freeman,Charles Musselwhite

Publisher: Springer

ISBN: 3319606727

Category: Computers

Page: 306

View: 4736

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This multi-disciplinary collection of essays captures discussion, thinking and research surrounding the recent surge of interest in how technology can help us as we age. A wide range of topics are covered, from investigations in the use of technology to improve health and well-being, to examinations of digital gaming, mobile health apps and the quantified self in relation to an ageing population. From multi-disciplinary perspectives, this collection highlights the role of a more social approach to technology. As such, a variety of social research methods are used throughout the chapters. The benefits and issues with different approaches are highlighted both in terms of further research, but also so the reader can judge the value of the research for themselves. This collection brings together the latest thinking and cutting edge contemporary research from leading thinkers and academics in the field of human computer interaction, health and gerontology. In taking a social approach, it highlights how technological practices fit within wider gerontological, political and cultural perspectives. It therefore has potential to influence those working in human computer interaction, digital humanities, sociology, psychology and gerontology. It can help change the practice of people working in the health and social care field, in computer and product design, and in the digital and creative industries.
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Designing Gamified Systems

Meaningful Play in Interactive Entertainment, Marketing and Education

Author: Sari Gilbert

Publisher: CRC Press

ISBN: 1317931432

Category: Games & Activities

Page: 316

View: 1871

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Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
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Games in Libraries

Essays on Using Play to Connect and Instruct

Author: Breanne A. Kirsch

Publisher: McFarland

ISBN: 1476613249

Category: Language Arts & Disciplines

Page: 248

View: 861

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Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them—so they can use games to improve people’s understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.
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Digital Universities V.1 (2014) -

International best practices and applications

Author: Katharine A. Bentham,Alessandra Briganti,Sonia Forconi,Paolo Francescone,Markus Haubold,Giuseppe Iazeolla,Cindy Jaenisch,Dmitry Kornakov,Lyudmila Kurochkina,Matteo Martini,Cynthia A. Parmenter,Alessandra Pieroni,Robert W. Robertson,Alexander Satarov,Christian-Andreas Schumann,Claudia Tittmann

Publisher: Gangemi Editore Spa

ISBN: 8849279736

Category: Social Science

Page: 130

View: 7913

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EDITORIAL Culture and cultures: the world’s thousands of versions compared to global modernization PEDAGOGY Massive Open Online Courses (MOOCs): education to change society? SCIENCE Massive Open Online Courses (MOOCs): education to change society? How modern technologies solve laboratory’s dilemma in distance learning Instructional design of technical disciplines in the implementation of distance education in the Tula State University Simulation design of wireless communications for digital universities in developing countries TECHNOLOGY PBL Working Environment: an expert system to learn the Problem-Based Learning pedagogy The responsive teaching/learning revolution: the impact of requests for the portability of services and contents for distance education on instructional models and technologies. BUSINESS Blended and online learning in a career service

Comics & Media

A Special Issue of "Critical Inquiry"

Author: Hillary L. Chute,Patrick Jagoda

Publisher: University of Chicago Press

ISBN: 022623908X

Category: Literary Criticism

Page: 272

View: 2128

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The past decade has seen the medium of comics reach unprecedented heights of critical acclaim and commercial success. Comics & Media reflects that, bringing together an amazing array of contributors--creators and critics alike--to discuss the state, future, and potential of the medium. Loaded with full-color reproductions of work by such legends as R. Crumb, Art Spiegelman, Alison Bechdel, Chris Ware, Daniel Clowes, and Lynda Barry, the book addresses the place of comics in both a contemporary and historical context. Essays by such high-profile figures as Tom Gunning, N. Katherine Hayles, Patrick Jagoda, and W. J. T. Mitchell address a stunning range of topics, including the place of comics in the history of aesthetics, changes to popular art forms, digital humanities, and ongoing tensions between new and old media. The result is a substantial step forward for our understanding of what comics are and can be, and the growing place they hold in our culture.
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Interface Design for Learning

Design Strategies for Learning Experiences

Author: Dorian Peters

Publisher: New Riders

ISBN: 0133365514

Category: Education

Page: 272

View: 4017

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In offices, colleges, and living rooms across the globe, learners of all ages are logging into virtual laboratories, online classrooms, and 3D worlds. Kids from kindergarten to high school are honing math and literacy skills on their phones and iPads. If that weren’t enough, people worldwide are aggregating internet services (from social networks to media content) to learn from each other in “Personal Learning Environments.” Strange as it sounds, the future of education is now as much in the hands of digital designers and programmers as it is in the hands of teachers. And yet, as interface designers, how much do we really know about how people learn? How does interface design actually impact learning? And how do we design environments that support both the cognitive and emotional sides of learning experiences? The answers have been hidden away in the research on education, psychology, and human computer interaction, until now. Packed with over 100 evidence-based strategies, in this book you’ll learn how to: Design educational games, apps, and multimedia interfaces in ways that enhance learning Support creativity, problem-solving, and collaboration through interface design Design effective visual layouts, navigation, and multimedia for online and mobile learning Improve educational outcomes through interface design.
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Gamification

Using Game Elements in Serious Contexts

Author: Stefan Stieglitz,Christoph Lattemann,Susanne Robra-Bissantz,Rüdiger Zarnekow,Tobias Brockmann

Publisher: Springer

ISBN: 3319455575

Category: Computers

Page: 164

View: 2936

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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
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Gamification Mindset

Author: Ole Goethe

Publisher: Springer

ISBN: 3030110788

Category: Computers

Page: 138

View: 2215

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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.
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