Gamification Mindset (Record no. 175311)
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000 -LEADER | |
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fixed length control field | 03607nam a22005655i 4500 |
001 - CONTROL NUMBER | |
control field | 978-3-030-11078-9 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | DE-He213 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240423125209.0 |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr nn 008mamaa |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 190617s2019 sz | s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9783030110789 |
-- | 978-3-030-11078-9 |
024 7# - OTHER STANDARD IDENTIFIER | |
Standard number or code | 10.1007/978-3-030-11078-9 |
Source of number or code | doi |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA76.9.U83 |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA76.9.H85 |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | UYZ |
Source | bicssc |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | COM079010 |
Source | bisacsh |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | UYZ |
Source | thema |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 005.437 |
Edition number | 23 |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 004.019 |
Edition number | 23 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Goethe, Ole. |
Relator term | author. |
Relator code | aut |
-- | http://id.loc.gov/vocabulary/relators/aut |
245 10 - TITLE STATEMENT | |
Title | Gamification Mindset |
Medium | [electronic resource] / |
Statement of responsibility, etc | by Ole Goethe. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. 2019. |
264 #1 - | |
-- | Cham : |
-- | Springer International Publishing : |
-- | Imprint: Springer, |
-- | 2019. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | XI, 138 p. 43 illus., 42 illus. in color. |
Other physical details | online resource. |
336 ## - | |
-- | text |
-- | txt |
-- | rdacontent |
337 ## - | |
-- | computer |
-- | c |
-- | rdamedia |
338 ## - | |
-- | online resource |
-- | cr |
-- | rdacarrier |
347 ## - | |
-- | text file |
-- | |
-- | rda |
490 1# - SERIES STATEMENT | |
Series statement | Human–Computer Interaction Series, |
International Standard Serial Number | 2524-4477 |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | 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. |
520 ## - SUMMARY, ETC. | |
Summary, etc | 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. . |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | User interfaces (Computer systems). |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Human-computer interaction. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Computer games |
General subdivision | Programming. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Digital humanities. |
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | User Interfaces and Human Computer Interaction. |
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Game Development. |
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Digital Humanities. |
710 2# - ADDED ENTRY--CORPORATE NAME | |
Corporate name or jurisdiction name as entry element | SpringerLink (Online service) |
773 0# - HOST ITEM ENTRY | |
Title | Springer Nature eBook |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Display text | Printed edition: |
International Standard Book Number | 9783030110772 |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Display text | Printed edition: |
International Standard Book Number | 9783030110796 |
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE | |
Uniform title | Human–Computer Interaction Series, |
-- | 2524-4477 |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://doi.org/10.1007/978-3-030-11078-9">https://doi.org/10.1007/978-3-030-11078-9</a> |
912 ## - | |
-- | ZDB-2-SCS |
912 ## - | |
-- | ZDB-2-SXCS |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks-CSE-Springer |
No items available.