1.

Record Nr.

UNINA9910337851103321

Autore

Goethe Ole

Titolo

Gamification mindset / / Ole Goethe

Pubbl/distr/stampa

Cham : , : Springer, , [2019]

�2019

ISBN

3-030-11078-8

Edizione

[1st ed. 2019.]

Descrizione fisica

1 online resource (xi, 138 pages) : illustrations (some color), charts

Collana

Human–Computer Interaction Series, , 1571-5035

Disciplina

005.437

4.019

Soggetti

Gamification

Computer games - Design

Computer games - Psychological aspects

Digital humanities

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

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.

Sommario/riassunto

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. .