• Medientyp: Buch
  • Titel: Emerging research and trends in gamification
  • Beteiligte: Gangadharbatla, Harsha [HerausgeberIn]; Davis, Donna Z. [HerausgeberIn]
  • Erschienen: Hershey, Pa.: Information Science Reference, IGI Global, [2016]
  • Erschienen in: Advances in Multimedia and Interactive Technologies
  • Umfang: xxii, 454 Seiten; Illustrationen
  • Sprache: Englisch
  • ISBN: 9781466686519
  • RVK-Notation: ST 324 : Computerspiele
  • Schlagwörter: Games Social aspects Research ; Computer games Social aspects Research ; Gamification
  • Entstehung:
  • Anmerkungen: Includes bibliographical references (pages 384-446) and index
  • Beschreibung: "This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives"--

    "A Spoonful of Game Design Makes the Work-Out More Fun" : Essential Game Design Elements for Use in Gamified Applications / William R. Upchurch, Susan M Wildermuth -- Ambiguous Play: Towards a Broader Concept of Gamification / Nathan Hulsey -- Gaining Reward vs. Avoiding Loss : When does gamification stop being fun? Elements for Use in Gamified Applications / Selcen Ozturkcan -- Development of the "Hybrid Interactive Rhetorical Engagement" (H.I.R.E.) Scale : Implications for Digital Gamification Research / Yowei Kang -- Gamification in Market Research : Promises, Results, and Limitations / Kartik Pashupati, Pushkala Raman -- Gamification of Human Resource Processes / Jared Z Ferrell, Jacqueline E Carpenter, E. Daly Vaughn, Nikki M. Dudley, Scott A. Goodman -- Gamifying Employee Recruitment, Selection, Training, and Performance Management : Game-Thinking in Human Resource Management / Michael B. Armstrong, Richard N. Landers, Andrew B. Collmus -- Three Perspectives on Video Game Learning : Behaviorism, Cognitivism, and Constructivism / Zeynep Tanes -- Leveling up the Classroom : A theoretical approach to education gamification / Michael D Hanus, Carlos Cruz -- Gamification of the classroom : Potential, pitfalls, and practices / Darcy Osheim -- A Framework for Collaboration Among Game Designers and Social Change Makers : Multiplayer Missions that Matter / Marty Kearns, Meredith Wise -- Digital Development and International Aid : Are Games Changing the World / Jolene Fisher -- Gamified Self : Factors Influencing Self-Tracking Technology Acceptance / Rachelle DiGregorio, Harsha Gangadharbatla -- Games and Quizzes in Online Journalism : Reaching Users Via Interactivity and Customization / Bartosz W. Wojdynski -- The Gamification of Journalism / Raul Ferrer Conill, Michael Karlsson

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