MARC details
000 -LEADER |
fixed length control field |
03468nam a22002537a 4500 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
IIITD |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240503163910.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
240402b xxu||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9789395741675 |
040 ## - CATALOGING SOURCE |
Original cataloging agency |
IIITD |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
005.3 |
Item number |
CHO-A |
100 ## - MAIN ENTRY--PERSONAL NAME |
Personal name |
Chou, Yu-Kai |
245 ## - TITLE STATEMENT |
Title |
Actionable gamification : |
Remainder of title |
beyond points, badges, and leaderboards |
Statement of responsibility, etc |
by Yu-kai Chou |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc |
Birmingham : |
Name of publisher, distributor, etc |
Sanage Publishing, |
Date of publication, distribution, etc |
©2016 |
300 ## - PHYSICAL DESCRIPTION |
Extent |
491 p. : |
Other physical details |
ill. ; |
Dimensions |
24 cm. |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc |
Includes bibliographical references. |
505 ## - FORMATTED CONTENTS NOTE |
Title |
1. When the surreal blends into our world |
-- |
2. The PBL fallacy |
-- |
3. The octalysis framework |
-- |
4. Putting gamification in its place |
-- |
5. The first core drive: Epic meaning & calling |
-- |
6. The second core drive: Development & accomplishment |
-- |
7. The third core drive: Empowerment of creativity & feedback |
-- |
8. The fourth core drive: Ownership & possession |
-- |
9. The fifth core drive: Social influence & relatedness |
-- |
10. The sixth core drive: scarcity & impatience |
-- |
11. The seventh core drive: Unpredictability & curiosity |
-- |
12. The eighth core drive: Loss & avoidance |
-- |
13. Left brain vs. right brain core drive |
-- |
14. The mysteries of white hat and black hat gamification |
-- |
15. Understanding other gamification and behavioral frameworks with Octalysis |
-- |
16. Level I Octalysis in action |
-- |
17. Designing a project from scratch with Octalysis |
520 ## - SUMMARY, ETC. |
Summary, etc |
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key Features Explore what makes a game fun and engaging Gain insight into the Octalysis Framework and its applications Discover the potential of the Core Drives of gamification through real-world scenarios Book Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learn Discover ways to use gamification techniques in real-world situations Design fun, engaging, and rewarding experiences with Octalysis Understand what gamification means and how to categorize it Leverage the power of different Core Drives in your applications Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies Examine the fascinating intricacies of White Hat and Black Hat Core Drives Who this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer Simulation |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer-Assisted Instruction -- methodsDesign -- Human factors. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Design -- Human factors |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
COMPUTERS -- Programming -- General. |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
Dewey Decimal Classification |
Koha item type |
Books |