LEADER 01244nam2-2200385li-450 001 990000228770203316 005 20180312154830.0 010 $a0-691-08079-8 035 $a0022877 035 $aUSA010022877 035 $a(ALEPH)000022877USA01 035 $a0022877 100 $a20001109h19701986km-y0itay0103----ba 101 0 $aeng 102 $aUS 200 1 $aSingular integrals and differentiability properties of functions$fElias M. 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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