LEADER 03224oam 2200517 450 001 9910337851103321 005 20210104144342.0 010 $a3-030-11078-8 024 7 $a10.1007/978-3-030-11078-9 035 $a(OCoLC)1117838951 035 $a(MiFhGG)GVRL59NM 035 $a(EXLCZ)994100000008424412 100 $a20201228h20192019 uy 0 101 0 $aeng 135 $aurun|---uuuua 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGamification mindset /$fOle Goethe 205 $a1st ed. 2019. 210 1$aCham :$cSpringer,$d[2019] 210 4$d?2019 215 $a1 online resource (xi, 138 pages) $cillustrations (some color), charts 225 1 $aHuman?Computer Interaction Series,$x1571-5035 311 $a3-030-11077-X 320 $aIncludes bibliographical references and index. 327 $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. 330 $aThis book explores how gamification techniques are used to leverage users? natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ?gamification? design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications? abilities to immerse and change the user?s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable. . 410 0$aHuman-computer interaction series. 606 $aGamification 606 $aComputer games$xDesign 606 $aComputer games$xPsychological aspects 606 $aDigital humanities 615 0$aGamification. 615 0$aComputer games$xDesign. 615 0$aComputer games$xPsychological aspects. 615 0$aDigital humanities. 676 $a005.437 676 $a4.019 700 $aGoethe$b Ole$4aut$4http://id.loc.gov/vocabulary/relators/aut$01058855 801 0$bMiFhGG 801 1$bMiFhGG 906 $aBOOK 912 $a9910337851103321 996 $aGamification Mindset$92502758 997 $aUNINA