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001 978-3-030-11078-9
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005 20240423125209.0
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008 190617s2019 sz | s |||| 0|eng d
020 _a9783030110789
_9978-3-030-11078-9
024 7 _a10.1007/978-3-030-11078-9
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZ
_2bicssc
072 7 _aCOM079010
_2bisacsh
072 7 _aUYZ
_2thema
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
245 1 0 _aGamification Mindset
_h[electronic resource] /
_cby Ole Goethe.
250 _a1st ed. 2019.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2019.
300 _aXI, 138 p. 43 illus., 42 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman–Computer Interaction Series,
_x2524-4477
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.
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