LEADER 00795nam0-22002891i-450- 001 990003467710403321 005 20001010 035 $a000346771 035 $aFED01000346771 035 $a(Aleph)000346771FED01 035 $a000346771 100 $a20000920d1982----km-y0itay50------ba 101 0 $aita 105 $ay-------001yy 200 1 $a<>Italian Labor Movement. Problems and Pr ospects 210 $aWestport-Connecticuts$cGreenwood Press$d1982 215 $a192 225 1 $a 700 1$aLaPalombara,$bJoseph G.$0119520 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990003467710403321 952 $aSE 097.02.09-$b186$fDECSE 959 $aDECSE 996 $aItalian Labor Movement. Problems and Pr ospects$9495471 997 $aUNINA DB $aING01 LEADER 03078nam 2200397 450 001 9910678586203321 005 20230819001652.0 010 $a1-80356-261-7 035 $a(CKB)5840000000237865 035 $a(NjHacI)995840000000237865 035 $a(EXLCZ)995840000000237865 100 $a20230429d2023 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGamification $eAnalysis, Design, Development and Ludification /$fedited by Ioannis Deliyannis, Vaia Tzori, Athanasios Koutsouridis 210 1$a[Place of publication not identified] :$cIntechOpen,$d2023. 215 $a1 online resource (176 pages) 311 $a1-80356-260-9 330 $a11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this research and applications in this area. We approach the interdisciplinary design of gamified systems both as a deterministic and a creative process. From the deterministic perspective, one must design the system functionality as well as the rules and the mechanics that govern the functionality. However, the creative process is often an important factor for the success of an implementation. This includes all aspects of a gamified system, including its aesthetics, storyline and narration, and in more technologically advanced systems that are not limited to one medium. An important development in the field is the ability to use both gamification and ludification techniques within an implementation, a process that can create systems that are enjoyable and can dress up the scenario in our attempt to reach a state of "Flow"(In Csikszentmihalyi's words, flow is "a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it"). Contemporary gamified systems utilize a wide variety of technologies that allow the extension from cross-media to transmedia scenarios. The availability of so many technologies and media platforms that one may use to design a gamified process is phenomenal, extending our capacity to create new gamified realizations that were not possible in the past as they can combine the complete reality-virtuality continuum. 606 $aGamification 606 $aVideo games in education 615 0$aGamification. 615 0$aVideo games in education. 676 $a418.0078 702 $aDeliyannis$b Ioannis 702 $aTzori$b Vaia 702 $aKoutsouridis$b Athanasios 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910678586203321 996 $aGamification$92159180 997 $aUNINA