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Book Cover
E-book
Author Goethe, Ole, author

Title Gamification mindset / Ole Goethe
Published Cham, Switzeralnd : Springer, [2019]

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Description 1 online resource (xi, 138 pages) : color illustrations
Series Human-computer interaction series, 1571-5035
Human-computer interaction series.
Contents Technology impact mindsets -- Gamified thinking -- Problems with applying gamified thinking into a product -- Games are learning systems -- Learning experiences in real life -- Game design principles usable in gamification -- Timings in games and gamification -- Immersion in games and gamification -- Multimodality in gamification
Summary 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
Bibliography Includes bibliographical references and index
Subject Computer games -- Psychological aspects
Video games -- Design
Computer games -- Psychological aspects
Computer games -- Design
Gamification
Form Electronic book
ISBN 3030110788
9783030110789