Library Technology Reports v.51 no.2Gamification, which refers to applying gaming elements to a real-world activity, is not necessarily a new idea. But (1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media have made it possible for gamification to be implemented in an unprecedentedly seamless, ubiquitous, and social manner, thereby transforming it into a portable activity interwoven with reality. This report explains the concept of gamification and how it differs from related conceptssuch as games, playful design, and toys; distinguishes game mechanics, dynamics, and aesthetics from one another; describes a number of gamification examples and projects in businesses, education from K-12 to higher education, and public and academic libraries; and discusses what they do, how they work, and how successful they are. This report also addresses a number of issues and variables that need to be taken into consideration when designing successful gamification for educational purposes, including the undermining effect of gamification's external rewards on intrinsic motivation.
Library Technology Reports v.51 no.2Gamification, which refers to applying gaming elements to a real-world activity, is not necessarily a new idea. But (1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media have made it possible for gamification to be implemented in an unprecedentedly seamless, ubiquitous, and social manner, thereby transforming it into a portable activity interwoven with reality. This report explains the concept of gamification and how it differs from related conceptssuch as games, playful design, and toys; distinguishes game mechanics, dynamics, and aesthetics from one another; describes a number of gamification examples and projects in businesses, education from K-12 to higher education, and public and academic libraries; and discusses what they do, how they work, and how successful they are. This report also addresses a number of issues and variables that need to be taken into consideration when designing successful gamification for educational purposes, including the undermining effect of gamification's external rewards on intrinsic motivation.
Uno straordinario viaggio all'interno della crescente industria dei videogiochi. Nel giro di tre decenni un mercato di nicchia è arrivato a primeggiare nel segmento "tempo libero" togliendo lo...
At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to...
Der leidenschaftliche Gamer Mirko geht in der Virtual Reality seiner Spiele auf. Er wird Teil einer Community, die das Prinzip der „Gamification" lebt - Unterhaltung über alles, Brot und Spiele. Und...
This first volume is meant to be a quick and easy introduction to meaningful gamification.It is a relatively short book, ~200 pages, and it includes a veritable treasure trove of strategies you can...
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