000 | 03607nam a22005655i 4500 | ||
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001 | 978-3-030-11078-9 | ||
003 | DE-He213 | ||
005 | 20240423125209.0 | ||
007 | cr nn 008mamaa | ||
008 | 190617s2019 sz | s |||| 0|eng d | ||
020 |
_a9783030110789 _9978-3-030-11078-9 |
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024 | 7 |
_a10.1007/978-3-030-11078-9 _2doi |
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050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
072 | 7 |
_aUYZ _2bicssc |
|
072 | 7 |
_aCOM079010 _2bisacsh |
|
072 | 7 |
_aUYZ _2thema |
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082 | 0 | 4 |
_a005.437 _223 |
082 | 0 | 4 |
_a004.019 _223 |
100 | 1 |
_aGoethe, Ole. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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245 | 1 | 0 |
_aGamification Mindset _h[electronic resource] / _cby Ole Goethe. |
250 | _a1st ed. 2019. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2019. |
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300 |
_aXI, 138 p. 43 illus., 42 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aHuman–Computer Interaction Series, _x2524-4477 |
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505 | 0 | _aTechnology 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 | _aThis 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 | _aUser interfaces (Computer systems). | |
650 | 0 | _aHuman-computer interaction. | |
650 | 0 |
_aComputer games _xProgramming. |
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650 | 0 | _aDigital humanities. | |
650 | 1 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aGame Development. |
650 | 2 | 4 | _aDigital Humanities. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030110772 |
776 | 0 | 8 |
_iPrinted edition: _z9783030110796 |
830 | 0 |
_aHuman–Computer Interaction Series, _x2524-4477 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-11078-9 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
942 | _cSPRINGER | ||
999 |
_c175311 _d175311 |