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27 results for "gamification"
Gamification: A Simple Introduction By Andrzej Marczewski
eBook (ePub): $3.16
This is a short and simple starter on Gamification. Described as "A great primer" and "Gamification for Dummies", this is mostly aimed at people who have not yet dipped their... More > toes into this most fascinating of subjects. Among other things, it will arm you with a basics understanding of motivation, what to use to hook into that as well as examples of its use in the real world. Written in plain English, Gamification: A Simple Introduction, is based on many months of continuing research, conversations with experts in game design, gamification, psychology and more as well as my own experience and insights into the application and understanding of gamification. In this eBook I aim to answer some key questions; What is Gamification? Why is it important? Do I need it? How can I get started? If you already know about Gamification, then this may not be the book for you. However, you may still find a few useful thoughts in here – like what game mechanics really are! Second Edition< Less
Gamification Competency Assessments - Life Sciences By Ganesh Shermon
Paperback: $59.59
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Gamification in Talent Assessments and Competency Management is an engaging mechanic to include games, events, episodes, drama, simulations, experiences, creativity, technology, learning styles, goal... More > orientation, reward desires, human needs, social interactions, senses to high potential talent, employers, experts, analysts and assessors to collaboratively build talent scenarios for a a leadership pipeline. A game designing process of evolution and feedback that is inclusive, behaviorally energizing, fun and learning oriented. It offers players to build upon existing tech platforms and Talent Management - HRIS systems to actively integrate evaluation behaviors to analytics, intelligence, social collaboration, automation to leadership competency and performance based team working. Gamification strives to build upon people's desire to express, seek identity, contribute, reach out to and offer rewards in an innovative way.< Less
BBVA Innovation Edge: Gamification (English) By BBVA Innovation Center
eBook (PDF): $0.00
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the... More > company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.< Less
Gamification - I Videogiochi nella Vita Quotidiana By Fabio Viola
eBook (PDF): $18.90
(1 Ratings)
Uno straordinario viaggio all’interno della crescente industria dei videogiochi. Nel giro di tre decenni un mercato di nicchia è arrivato a primeggiare nel segmento “tempo... More > libero” togliendo lo scettro del fatturato a cinema e musica. Centinaia di milioni di individui nel mondo, proprio ora, stanno interagendo, da soli o in multiplayer, su console e PC. Ma cosa ci riserva il futuro? Quali sono le nuove sfide che sviluppatori, publisher e semplici appassionati si troveranno ad affrontare? Gamification – I Videogiochi nella Vita Quotidiana racconta la straordinaria trasformazione in atto, il passaggio da un divertimento “fisico” ad uno “digitale”. Non più e non solo costosi cd-rom e cartucce contenti Call of Duty e Gran Turismo, ma prodotti digitali distribuiti su una moltitudine di piattaforme e spesso a costo zero. Una rivoluzione copernicana in grado di gettare le base di una nuova generazione di “videogiocatori” formatasi con FarmVille su Facebook e Angry Birds su iPhone.< Less
Gamification - I Videogiochi nella Vita Quotidiana By Fabio Viola
Paperback: List Price: $22.75 $18.20 | You Save: 20%
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Uno straordinario viaggio all’interno della crescente industria dei videogiochi. Nel giro di tre decenni un mercato di nicchia è arrivato a primeggiare nel segmento “tempo... More > libero” togliendo lo scettro del fatturato a cinema e musica. Centinaia di milioni di individui nel mondo, proprio ora, stanno interagendo, da soli o in multiplayer, su console e PC. Ma cosa ci riserva il futuro? Quali sono le nuove sfide che sviluppatori, publisher e semplici appassionati si troveranno ad affrontare? Gamification – I Videogiochi nella Vita Quotidiana racconta la straordinaria trasformazione in atto, il passaggio da un divertimento “fisico” ad uno “digitale”. Non più e non solo costosi cd-rom e cartucce contenti Call of Duty e Gran Turismo, ma prodotti digitali distribuiti su una moltitudine di piattaforme e spesso a costo zero. Una rivoluzione copernicana in grado di gettare le base di una nuova generazione di “videogiocatori” formatasi con FarmVille su Facebook e Angry Birds su iPhone.< Less
Context-Aware Assistive Systems for Augmented Work. A Framework Using Gamification and Projection By Oliver Korn
Paperback: $74.07
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While context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones, most workers in production environments still rely on their skills to make the right choices and movements.... More > However, with today’s motion recognition systems and projectors the technical pre-requisites for CAAS principally have been established. Impaired and elderly persons with reduced physical and mental capabilities require CAAS the most: these systems have the potential to empower them to do more complex work or to remain in regular jobs longer. Thus they combine economic benefits with inclusion and address the demographic change. We establish a model for CAAS and describe an exemplary implementation. As the framework aims to improve not both work results and the workers’ motivation, it incorporates elements from game design. The effects of the augmented system are evaluated. An additional focus lies on the ethical implications of systems supervising and modelling their users in real-time.< Less
Effects of Gamified Units on Student Motivation, Learning, and Collaboration By Amanda Pratt & Tim Saunders
Paperback: $6.12
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This paper explores two pilot programs of gamified units of study in a North Carolina high school and a Michigan elementary school. The pilot program explored the impact of gamification on student... More > motivation and engagement, student understanding of content, and students’ collaboration with one another. The study showed that while motivation, engagement, and collaboration improved with a gamified structure, improvement of student understanding of content was negligible.< Less
Gamified Spirit By Ajani Abdul-Khaliq
Paperback: List Price: $13.99 $12.59 | You Save: 10%
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You can find yourself in unexpected places, starting with the games you play or imagine. Gamified Spirit introduces you to the world of active self-representation through an easy-to-use game format... More > which will reawaken the best, most fun parts of yourself.< Less
The Game Theory By Rolando José Olivo
eBook (PDF): $3.99
The Game Theory rightly justifies that strategies, tactics and actions don´t depend only on rational optimizing behavior and competition in markets, rather these are strongly influenced by the... More > possible behavior of others. This theory has been analyzed by emblematic examples such as the prisoner's and the trolley dilemma, which apply to everyday situations. The strategic essence and the principles of the Game Theory support the long-term engagement of the parts, in order to achieve the best possible agreement, combining this perspective with the integrative approach of negotiations (win-win).< Less
Introduction to the Study of Video Game Music By Alyssa Aska
eBook (ePub): $7.94
This text is intended to serve as an introduction to the study of video game music. It was initially conceived as a companion to an introductory video game music course that takes a multi-faceted... More > survey approach to the material. Therefore, this text can be used in accompaniment with an academic setting. It can also be useful for anyone that is generally interested in learning about video game music, but does not have a very solid musical or technical foundation. As it was intended to accompany a course in which non-music majors could freely enrol, the text is accessible to nearly everyone, and covers the topic of video game music very generally.< Less

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