Actionable gamification : (Record no. 172386)

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
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Bill No. Bill Date Cost, normal purchase price PO No. PO Date Total Checkouts Full call number Barcode Date last seen Cost, replacement price Price effective from Vendor/Supplier Koha item type Public note
    Dewey Decimal Classification     Computer Science and Engineering IIITD IIITD Reference 02/04/2024 1170197 2024-03-21 489.30 Email2-14-03-2024 2024-03-14   CB 005.3 CHO-A 012744 02/04/2024 699 02/04/2024 Atlantic Publishers & Distributors (P) Ltd. Books DBT Project Grant
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