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Gamification Mindset (Human–Computer Interaction Series)

معرفی کتاب «Gamification Mindset (Human–Computer Interaction Series)» نوشتهٔ Ole Goethe، منتشرشده توسط نشر Springer International Publishing : Imprint : Springer در سال 2019. این کتاب در 4 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است. «Gamification Mindset (Human–Computer Interaction Series)» در دستهٔ بدون دسته‌بندی قرار دارد.

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 gamificationachieved 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 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. Front Matter ....Pages i-xi Technology Impact Mindsets (Ole Goethe)....Pages 1-11 Gamified Thinking (Ole Goethe)....Pages 13-24 Problems with Applying Gamified Thinking into a Product (Ole Goethe)....Pages 25-35 Games Are Learning Systems (Ole Goethe)....Pages 37-48 Learning Experiences in Real Life (Ole Goethe)....Pages 49-58 Gamified Learning Experiences (Ole Goethe)....Pages 59-69 Game Design Principles Usable in Gamification (Ole Goethe)....Pages 71-84 Visual Aesthetics in Games and Gamification (Ole Goethe)....Pages 85-92 Timings in Games and Gamification (Ole Goethe)....Pages 93-105 Immersion in Games and Gamification (Ole Goethe)....Pages 107-117 Immersive Virtualizations (Ole Goethe)....Pages 119-130 Multimodality and Gamification (Ole Goethe)....Pages 131-136 Back Matter ....Pages 137-138
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