Gamification A Simple Introduction
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Gamification A Simple Introduction
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Author : Andrzej Marczewski
language : en
Publisher: Andrzej Marczewski
Release Date : 2013
Gamification A Simple Introduction written by Andrzej Marczewski and has been published by Andrzej Marczewski this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with categories.
Gamification
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Author : Andrzej Marczewski
language : en
Publisher:
Release Date : 2013
Gamification written by Andrzej Marczewski and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Customer loyalty categories.
Erfolgsgeheimnis Des Massenph Nomens Pok Mon Go
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Author : Ann-Kristin Mehnert
language : de
Publisher: GRIN Verlag
Release Date : 2017-05-29
Erfolgsgeheimnis Des Massenph Nomens Pok Mon Go written by Ann-Kristin Mehnert and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-05-29 with Language Arts & Disciplines categories.
Studienarbeit aus dem Jahr 2017 im Fachbereich Medien / Kommunikation - Forschung und Studien, Note: 2,3, Leuphana Universität Lüneburg (Institut für Kultur und Ästhetik digitaler Medien), Veranstaltung: Ludification/ Gamification, Sprache: Deutsch, Abstract: Die folgende Arbeit beschäftigt sich mit dem Handyspiel "Pokémon Go", denn obwohl dessen Erfolg anfangs immens war, so sanken die aktiven Nutzerzahlen beispielsweise in Amerika bereits einen Monat nach Veröffentlichung des Spiels von 45 Millionen auf 30 Millionen. Dennoch stellt sich die Frage, was genau Pokémon Go so erfolgreich machte? Dabei gilt es ebenso zu berücksichtigen, was es überhaupt heißt, erfolgreich zu sein. Sind es wie bei Apple die Downloadanzahlen, der generierte Umsatz, die langfristig aktiven Nutzerzahlen oder doch etwas ganz Anderes? Um eine Basis zur Beantwortung der formulierten Forschungsfrage zu schaffen, soll die Erfolgsdefinition von Martens und Kuhl zugrunde gelegt werden, nach der Erfolg „das Erreichen der selbst gesetzten Ziele [...] unabhängig davon, worauf sich diese Ziele richten“ bezeichnet. Zugrunde gelegt werden soll hierbei vor allem die Sicht des Konsumenten, nach der das Ziel eines jeden Spiels darin bestehen sollte, einen möglichst hohen Spaßfaktor zu bieten. Um dies auf einer theoretischen Ebene klären zu können, soll das Buch „Game On“ des Spieledesigners Jon Radoff heranzogen werden, in welchem er erklärt, warum bestimmte Dinge spaßig sind und gleichzeitig 43 Spielmerkmale anführt, die alle dazu beitragen sollen, den Spaßfaktor eines Spieles zu erhöhen. Nach einer kurzen Einführung des Begriffs „Gamification“ sollen eben diese angeführten Kriterien herangezogen und mit Pokémon Go abgeglichen werden. Pokémon Go war das Massenphänomen des Sommers 2016. Egal, ob am New Yorker Times Square, in den Einkaufsvierteln Tokyos, im London Zoo oder auf der Girardet-Brücke in Düsseldorf – weltweit gingen die Menschen teils in Scharen auf Pokémonjagd. Bereits kurz nach Veröffentlichung des Spiels war die Nachfrage so groß, dass aufgrund überlasteter Server gar der Releasetermin für Länder wie Deutschland verschoben werden musste. Auf den Game Awards wurde das Spiel zum „Best Mobile/Handheld Game“ des Jahres gekürt und erzielte laut Apple im Jahr 2016 die höchste Downloadanzahl im App Store weltweit.
Even Ninja Monkeys Like To Play Unicorn Edition
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Author : Andrzej Marczewski
language : en
Publisher: Independently Published
Release Date : 2018-10-03
Even Ninja Monkeys Like To Play Unicorn Edition written by Andrzej Marczewski and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-03 with Business & Economics categories.
This is the hugely updated second edition of Even Ninja Monkeys Like To Play. A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on a journey through the theories on which gamification is built, onto practical advice for building gamified solutions. "A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej's best-in-class categorisation of what works most appropriately for whom." -- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of "Designing Virtual Worlds" Andrzej Marczewski's book "Even Ninja Monkeys Like To Play" gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply. -- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher Contents The Theory of Games, Play and Gamification What is Gamification? What Are Games and Play? What Are Game Mechanics? What is Fun? What is Game Thinking? Gamification and Game Thinking in Practice Ethical Considerations of Gamification The Science of Gamification What Motivates Us? The Intrinsic Motivation RAMP What is Flow and Why is it Important? User Types in Gamification (The HEXAD) The Neuroscience of Gamification Building Gamified Solutions How to Start with The User Journey How to Use Points, Badges and Leaderboards How to Set Clear Goals How to Design Good Feedback and Reward Systems How to Design a Simple Gamified System How to Understand Emotions in Gamification Design How to Use Narrative to Create Deeper Experiences How to Create Playful Experiences How to Handle Cheating How to See it From the User's Perspective Gamification Mechanics and Elements Planning and Implementing your Gamification Design The Gamification Design Framework How to Keep the User Engaged How to Balance a Gamified System Keeping it Simple Tying Loyalty into Gamification Modelling Gamified Systems Final Thoughts Five Steps to a Happier Life with Gamification Other Design Tips
Gamification 101
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Author : KATRIN. BECKER
language : en
Publisher:
Release Date : 2024-10-29
Gamification 101 written by KATRIN. BECKER and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-10-29 with Education categories.
This first volume is meant to be a quick and easy introduction to meaningful gamification. It is a relatively short book, 200 pages, and it includes a veritable treasure trove of strategies you can implement in any class. These strategies have been tested in multiple classes both big and small under a variety of conditions. And just in case you worry that these strategies are yet another bandwagon to jump on that won't actually work in your own classroom, you will see that they are grounded in solid educational theory that has withstood the test of time. This book does not try to fill in all of the theoretical underpinnings of these ideas, but it does break new ground in giving you new ways to look at teaching that can dislodge some of the old traditions that have been holding us back.
The Business Of Gamification
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Author : Mikolaj Dymek
language : en
Publisher: Routledge
Release Date : 2016-09-13
The Business Of Gamification written by Mikolaj Dymek and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-13 with Business & Economics categories.
At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
Gamification Made Simple
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Author : Glennda McKeithan
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2026-01-08
Gamification Made Simple written by Glennda McKeithan and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2026-01-08 with Education categories.
Gamification Made Simple is a practical guide for higher education professionals seeking to boost engagement through game-based learning. With a focus on role-playing games, it offers step-by-step strategies, real-world examples, and many examples of games for online and in-person courses.
Perspectives And Practices Of Gamification
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Author : Mageswaran Sanmugam
language : en
Publisher: Nova Science Publishers
Release Date : 2022
Perspectives And Practices Of Gamification written by Mageswaran Sanmugam and has been published by Nova Science Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with Education categories.
"This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This book's chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the product's development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification"--
Even Ninja Monkeys Like To Play
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Author : Andrzej Marczewski
language : en
Publisher: Blurb
Release Date : 2015-10-06
Even Ninja Monkeys Like To Play written by Andrzej Marczewski and has been published by Blurb this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-06 with Business & Economics categories.
A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on journey through the theories on which gamification is built, onto practical advice for building gamified solutions. "A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej’s best-in-class categorisation of what works most appropriately for whom."-- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of “Designing Virtual Worlds"Andrzej Marczewski’s book “Even Ninja Monkeys Like To Play” gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply.-- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher
Gamification
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Author : Stefan Stieglitz
language : en
Publisher: Springer
Release Date : 2016-10-04
Gamification written by Stefan Stieglitz and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-04 with Computers categories.
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.