E-Book, Englisch, 144 Seiten
Goethe Gamification Mindset
1. Auflage 2019
ISBN: 978-3-030-11078-9
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 144 Seiten
Reihe: Human-Computer Interaction Series
ISBN: 978-3-030-11078-9
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
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.
Autoren/Hrsg.
Weitere Infos & Material
1;Acknowledgements;6
2;Contents;7
3;1 Technology Impact Mindsets;12
3.1;Abstract;12
3.2;1.1 Introduction;12
3.3;1.2 Business Transformation at the Workplace;14
3.4;1.3 Gamification in the Human Resources (HR);15
3.5;1.4 Extrinsic and Intrinsic Motivation for Employees;16
3.6;1.5 The Balance Between Performance and Engagement;17
3.7;1.6 Games at Work;18
3.8;1.7 Conclusion;21
3.9;References;21
4;2 Gamified Thinking;23
4.1;Abstract;23
4.2;2.1 Introduction;23
4.3;2.2 What Is a Game?;24
4.4;2.3 What Is Game Design?;25
4.5;2.4 What Is Gamification Design?;25
4.6;2.5 What Is not Gamification Design?;26
4.7;2.6 Games for Learning;26
4.8;2.7 Serious Games;27
4.9;2.8 Simulation Game;28
4.10;2.9 Core Idea with Gamification Design;28
4.11;2.10 Common Gamification Techniques;30
4.12;2.11 Gamification Used for Different Purposes;31
4.13;2.12 The Benefits;33
4.14;2.13 The Criticism;33
4.15;2.14 Conclusion;34
4.16;References;34
5;3 Problems with Applying Gamified Thinking into a Product;35
5.1;Abstract;35
5.2;3.1 Introduction;35
5.3;3.2 Do You Need to Gamify?;36
5.4;3.3 Shallow Gamification;38
5.5;3.4 Do You Need to Be a Game Designer to Make a Gamification?;39
5.6;3.5 Games Are Cool—Gamification Is Not;40
5.7;3.6 Dull or Juicy Game Feel;42
5.8;3.7 Gamification Problems;42
5.9;3.8 Ethical Problems;42
5.10;3.9 Do Not Forget Algorithms and Big Data;43
5.11;3.10 How Can Real-Time Use of Gamification Drive Performance or Not?;43
5.12;3.11 Conclusion;44
5.13;References;44
6;4 Games Are Learning Systems;46
6.1;Abstract;46
6.2;4.1 Introduction;46
6.3;4.2 Games Are Learning Systems;47
6.4;4.3 Playing Is Learning;47
6.5;4.4 How to Understand Games for Learning?;48
6.6;4.5 The Benefits of Game-Based Learning;50
6.7;4.6 Learning in Schools, Workplace, and Everyday Life;51
6.8;4.7 We Are All Learners and Teachers (and Gamers);52
6.9;4.8 Learning Models in Games;52
6.10;4.9 Level Design Learning;52
6.11;4.10 Quest Design;53
6.12;4.11 Learning Game Design;54
6.13;4.12 Learning Curves in Games;55
6.14;4.13 The Criticism;56
6.15;4.14 Conclusion;56
6.16;References;57
7;5 Learning Experiences in Real Life;58
7.1;Abstract;58
7.2;5.1 Introduction;58
7.3;5.2 How Is the Real-Life Learning Authentic Learning?;59
7.4;5.3 How the “Learning Experience in Real Life” Works?;60
7.5;5.4 Learning Structures;62
7.6;5.5 The Significance of Smart and Agile Classrooms;63
7.7;5.6 Theory in Practice;64
7.8;5.7 The Historic Versus Contemporary Learning Experiences;66
7.9;5.8 Conclusion;67
7.10;References;67
8;6 Gamified Learning Experiences;68
8.1;Abstract;68
8.2;6.1 Introduction;68
8.3;6.2 Gamified Learning Experience;69
8.4;6.3 Structural Gamification;70
8.5;6.4 Content Gamification;70
8.6;6.5 Theory in Practice—Applying Gamified Thinking to a Learning Experience;71
8.7;6.6 Badges and Leaderboards—Implemented with Care;75
8.8;6.7 Implications Using Gamification in Learning;76
8.9;6.8 Non-technological Versus Technological Contemporary Gamified Learning Experiences;76
8.10;6.9 Conclusion;77
8.11;References;77
9;7 Game Design Principles Usable in Gamification;79
9.1;Abstract;79
9.2;7.1 Introduction;79
9.3;7.2 Games;80
9.4;7.3 Game Thinking;80
9.5;7.4 Game Design Framework;81
9.6;7.5 Game Design Elements;81
9.7;7.6 Game Dynamics;84
9.8;7.7 Embedded Narrative;85
9.9;7.8 Emergent Narrative;85
9.10;7.9 Game Theory—And It’s Not Gamification;87
9.11;7.10 Game Theory as a Tree;87
9.12;7.11 Game-Inspired Design;89
9.13;7.12 Game Player in a Wider Context;90
9.14;7.13 Conclusion;91
9.15;References;91
10;8 Visual Aesthetics in Games and Gamification;93
10.1;Abstract;93
10.2;8.1 Introduction;93
10.3;8.2 Game Aesthetics;94
10.4;8.3 Visual Elements in a Game;94
10.5;8.4 Game Feel;96
10.6;8.5 Game Interfaces;97
10.7;8.6 Implications for Designers;97
10.8;8.7 Conclusion;99
10.9;References;100
11;9 Timings in Games and Gamification;101
11.1;Abstract;101
11.2;9.1 Introduction;101
11.3;9.2 Feedback;103
11.4;9.3 How Is It Implemented?;104
11.5;9.4 User Retention;105
11.6;9.5 Response Time;105
11.7;9.6 Time Constraints;106
11.8;9.7 The Effects of Timing;107
11.9;9.8 Decision-Making;109
11.10;9.9 Obvious Decisions;110
11.11;9.10 Blind Decisions;110
11.12;9.11 Meaningless Decisions;110
11.13;9.12 So, What Makes a Good Decision?;111
11.14;9.13 Dilemmas;111
11.15;9.14 Flow;112
11.16;9.15 Conclusion;113
11.17;References;113
12;10 Immersion in Games and Gamification;114
12.1;Abstract;114
12.2;10.1 Introduction;114
12.3;10.2 Immersion;115
12.4;10.3 Presence Theory;115
12.5;10.4 Game Characteristics Resulting in Spatial Presence;116
12.6;10.5 Story;118
12.7;10.6 Reasons to Immerse Yourself with Games;119
12.8;10.7 Conclusion;123
12.9;References;124
13;11 Immersive Virtualizations;125
13.1;Abstract;125
13.2;11.1 Introduction;125
13.3;11.2 Extended Reality;126
13.4;11.3 Augmented Reality;126
13.5;11.4 Mixed Reality;128
13.6;11.5 Virtual Reality;129
13.7;11.6 A Huge Potential;129
13.8;11.7 Reasons to Care About These New Applications;130
13.9;11.8 Implications Using Immersive Virtualizations;131
13.10;11.9 How Does the Use of Gamification Impacts the Ethics in These Applications?;132
13.11;11.10 A Blended World (Examples);132
13.12;11.11 Moving Closer to Our Bodies;134
13.13;11.12 Conclusion;134
13.14;References;135
14;12 Multimodality and Gamification;137
14.1;Abstract;137
14.2;12.1 Introduction;137
14.3;12.2 Multimodal Interfaces;138
14.4;12.3 Multimodal Interaction;138
14.5;12.4 Haptics;139
14.6;12.5 Virtual Environments and Haptics;140
14.7;12.6 Could Gamification Impact the Multimodality?;141
14.8;12.7 Conclusion;141
14.9;References;142
15;Index;143




