Description |
1 online resource (xxii, 455 pages) : illustrations |
Series |
Advances in multimedia and interactive technologies (AMIT) book series, 2327-929X |
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Advances in multimedia and interactive technologies (AMIT) book series.
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Contents |
Ambiguous play: towards a broader concept of gamification / Nathan Hulsey -- "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 -- Gaining reward vs. avoiding loss: when does gamification stop being fun? / Selcen Ozturkcan, Sercan Sengün -- 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 [and 4 others] -- Gamifying 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 |
Summary |
"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"-- Provided by publisher |
Analysis |
Digital development |
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Game design |
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Human resource processes |
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Market research |
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Online journalism |
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Social change |
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Video game learning |
Notes |
"Premier Reference Source"--Cover |
Bibliography |
Includes bibliographical references and index |
Notes |
English |
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Print version record |
Subject |
Games -- Social aspects -- Research
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Educational games -- Research
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Video games -- Social aspects -- Research
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GAMES -- Board.
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Form |
Electronic book
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Author |
Gangadharbatla, Harshavardhan, editor.
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Davis, Donna Z., 1959- editor.
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LC no. |
2021693424 |
ISBN |
9781466686533 |
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1466686537 |
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9781466686526 |
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1466686529 |
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