Gamification Mindset (eBook)

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eBook Download: PDF
2019 | 1st ed. 2019
XI, 138 Seiten
Springer International Publishing (Verlag)
978-3-030-11078-9 (ISBN)

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Gamification Mindset - Ole Goethe
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This book 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.

 

 

Acknowledgements 6
Contents 7
1 Technology Impact Mindsets 12
Abstract 12
1.1 Introduction 12
1.2 Business Transformation at the Workplace 14
1.3 Gamification in the Human Resources (HR) 15
1.4 Extrinsic and Intrinsic Motivation for Employees 16
1.5 The Balance Between Performance and Engagement 17
1.6 Games at Work 18
1.7 Conclusion 21
References 21
2 Gamified Thinking 23
Abstract 23
2.1 Introduction 23
2.2 What Is a Game? 24
2.3 What Is Game Design? 25
2.4 What Is Gamification Design? 25
2.5 What Is not Gamification Design? 26
2.6 Games for Learning 26
2.7 Serious Games 27
2.8 Simulation Game 28
2.9 Core Idea with Gamification Design 28
2.10 Common Gamification Techniques 30
2.11 Gamification Used for Different Purposes 31
2.12 The Benefits 33
2.13 The Criticism 33
2.14 Conclusion 34
References 34
3 Problems with Applying Gamified Thinking into a Product 35
Abstract 35
3.1 Introduction 35
3.2 Do You Need to Gamify? 36
3.3 Shallow Gamification 38
3.4 Do You Need to Be a Game Designer to Make a Gamification? 39
3.5 Games Are Cool—Gamification Is Not 40
3.6 Dull or Juicy Game Feel 42
3.7 Gamification Problems 42
3.8 Ethical Problems 42
3.9 Do Not Forget Algorithms and Big Data 43
3.10 How Can Real-Time Use of Gamification Drive Performance or Not? 43
3.11 Conclusion 44
References 44
4 Games Are Learning Systems 46
Abstract 46
4.1 Introduction 46
4.2 Games Are Learning Systems 47
4.3 Playing Is Learning 47
4.4 How to Understand Games for Learning? 48
4.5 The Benefits of Game-Based Learning 50
4.6 Learning in Schools, Workplace, and Everyday Life 51
4.7 We Are All Learners and Teachers (and Gamers) 52
4.8 Learning Models in Games 52
4.9 Level Design Learning 52
4.10 Quest Design 53
4.11 Learning Game Design 54
4.12 Learning Curves in Games 55
4.13 The Criticism 56
4.14 Conclusion 56
References 57
5 Learning Experiences in Real Life 58
Abstract 58
5.1 Introduction 58
5.2 How Is the Real-Life Learning Authentic Learning? 59
5.3 How the “Learning Experience in Real Life” Works? 60
5.4 Learning Structures 62
5.5 The Significance of Smart and Agile Classrooms 63
5.6 Theory in Practice 64
5.7 The Historic Versus Contemporary Learning Experiences 66
5.8 Conclusion 67
References 67
6 Gamified Learning Experiences 68
Abstract 68
6.1 Introduction 68
6.2 Gamified Learning Experience 69
6.3 Structural Gamification 70
6.4 Content Gamification 70
6.5 Theory in Practice—Applying Gamified Thinking to a Learning Experience 71
6.6 Badges and Leaderboards—Implemented with Care 75
6.7 Implications Using Gamification in Learning 76
6.8 Non-technological Versus Technological Contemporary Gamified Learning Experiences 76
6.9 Conclusion 77
References 77
7 Game Design Principles Usable in Gamification 79
Abstract 79
7.1 Introduction 79
7.2 Games 80
7.3 Game Thinking 80
7.4 Game Design Framework 81
7.5 Game Design Elements 81
7.6 Game Dynamics 84
7.7 Embedded Narrative 85
7.8 Emergent Narrative 85
7.9 Game Theory—And It’s Not Gamification 87
7.10 Game Theory as a Tree 87
7.11 Game-Inspired Design 89
7.12 Game Player in a Wider Context 90
7.13 Conclusion 91
References 91
8 Visual Aesthetics in Games and Gamification 93
Abstract 93
8.1 Introduction 93
8.2 Game Aesthetics 94
8.3 Visual Elements in a Game 94
8.4 Game Feel 96
8.5 Game Interfaces 97
8.6 Implications for Designers 97
8.7 Conclusion 99
References 100
9 Timings in Games and Gamification 101
Abstract 101
9.1 Introduction 101
9.2 Feedback 103
9.3 How Is It Implemented? 104
9.4 User Retention 105
9.5 Response Time 105
9.6 Time Constraints 106
9.7 The Effects of Timing 107
9.8 Decision-Making 109
9.9 Obvious Decisions 110
9.10 Blind Decisions 110
9.11 Meaningless Decisions 110
9.12 So, What Makes a Good Decision? 111
9.13 Dilemmas 111
9.14 Flow 112
9.15 Conclusion 113
References 113
10 Immersion in Games and Gamification 114
Abstract 114
10.1 Introduction 114
10.2 Immersion 115
10.3 Presence Theory 115
10.4 Game Characteristics Resulting in Spatial Presence 116
10.5 Story 118
10.6 Reasons to Immerse Yourself with Games 119
10.7 Conclusion 123
References 124
11 Immersive Virtualizations 125
Abstract 125
11.1 Introduction 125
11.2 Extended Reality 126
11.3 Augmented Reality 126
11.4 Mixed Reality 128
11.5 Virtual Reality 129
11.6 A Huge Potential 129
11.7 Reasons to Care About These New Applications 130
11.8 Implications Using Immersive Virtualizations 131
11.9 How Does the Use of Gamification Impacts the Ethics in These Applications? 132
11.10 A Blended World (Examples) 132
11.11 Moving Closer to Our Bodies 134
11.12 Conclusion 134
References 135
12 Multimodality and Gamification 137
Abstract 137
12.1 Introduction 137
12.2 Multimodal Interfaces 138
12.3 Multimodal Interaction 138
12.4 Haptics 139
12.5 Virtual Environments and Haptics 140
12.6 Could Gamification Impact the Multimodality? 141
12.7 Conclusion 141
References 142
Index 143

Erscheint lt. Verlag 17.6.2019
Reihe/Serie Human–Computer Interaction Series
Human–Computer Interaction Series
Zusatzinfo XI, 138 p. 43 illus., 42 illus. in color.
Sprache englisch
Themenwelt Geisteswissenschaften Sprach- / Literaturwissenschaft
Mathematik / Informatik Informatik Betriebssysteme / Server
Mathematik / Informatik Informatik Grafik / Design
Schlagworte Game Design • Gamification • Interaction Design • User Experience • user interface
ISBN-10 3-030-11078-8 / 3030110788
ISBN-13 978-3-030-11078-9 / 9783030110789
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