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Next-generation Applications and Implementations of Gamification Systems (Advances in Human and Social Aspects of Technology)

معرفی کتاب «Next-generation Applications and Implementations of Gamification Systems (Advances in Human and Social Aspects of Technology)» نوشتهٔ Filipe Portela (editor), Ricardo Queirós (editor)، منتشرشده توسط نشر Engineering Science Reference (an imprint of IGI Global) در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students. Motivating sustainable recycling practices through persuasive technologies / Ricardo Santos -- Neurolearning : the use of gamified learning to increase engagement and learning outcomes / Cornelia Popescu, Elodie Attie, Laetitia Chadouteau -- Genre differences in soft skills perception and video game usage in the University of Extremadura / Sergio Alloza Castillo, Flavio Escribano, Óscar Rodrigo González López, María Buenadicha Mateos -- Exploring the possibilities of artificial intelligence and big data techniques to enhance gamified financial services / María Pérez-Juárez, Javier Aguiar-Pérez, Miguel Alonso-Felipe, Javier Del-Pozo-Velázquez -- Using sentiment analytics to understand learner's experience in serious game / Linda William, Ruan Yang -- Strategy to implement gamification in LMS / Elena Somova, Mariya Gachkova -- Can artificial intelligence and big data improve gamified healthcare services and devices? / María Pérez-Juárez, Javier Aguiar-Pérez, Javier Del-Pozo-Velázquez, Miguel Alonso-Felipe -- Motivating sustainable recycling practices through persuasive technologies / Ricardo Santos, Armanda Rodrigues, Teresa Romão, Francisco Gouveia -- Petrha+, a serious game to enhance physiotherapy students' clinical reasoning / Rui Macedo, Claudia Silva, Bruno Albouy, Alejandro San Juan, Tiina Pystynen "The main goal of this book is to show how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their day-a-day work to promote the cross-fertilization of gaming information and knowledge across professional and geographical boundaries, catalyzing the users engaging in several areas like education, healthcare, industry, among others"-- Provided by publisher Synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. The book also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work.
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