Search results for: designing-gamified-systems

Designing Gamified Systems

Author : Sari Gilbert
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Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice

Gamification by Design

Author : Gabe Zichermann
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Provides information on creating Web and mobile applications based on the principles of game mechanics.

The Business of Gamification

Author : Mikolaj Dymek
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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 business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Human Computer Interaction Interaction Technologies

Author : Masaaki Kurosu
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The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.

Smart Information Systems

Author : Frank Hopfgartner
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This text presents an overview of smart information systems for both the private and public sector, highlighting the research questions that can be studied by applying computational intelligence. The book demonstrates how to transform raw data into effective smart information services, covering the challenges and potential of this approach. Each chapter describes the algorithms, tools, measures and evaluations used to answer important questions. This is then further illustrated by a diverse selection of case studies reflecting genuine problems faced by SMEs, multinational manufacturers, service companies, and the public sector. Features: provides a state-of-the-art introduction to the field, integrating contributions from both academia and industry; reviews novel information aggregation services; discusses personalization and recommendation systems; examines sensor-based knowledge acquisition services, describing how the analysis of sensor data can be used to provide a clear picture of our world.

Intelligent Interactive Multimedia Systems and Services

Author : G.A. Tsihrintzis
File Size : 56.71 MB
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At a time when computers are more widespread than ever, intelligent interactive systems have become a necessity. The term ‘multimedia systems’ refers to the coordinated storage, processing, transmission and retrieval of multiple forms of information, such as audio, image, video, animation, graphics and text. The growth of multimedia services has been exponential, as technological progress keeps up with the consumer’s need for content. The solution of 'one fits all' is no longer appropriate for the wide ranges of users with various backgrounds and needs, so one important goal of many intelligent interactive systems is dynamic personalization and adaptivity to users. This book presents 37 papers summarizing the work and new research results presented at the 6th International Conference on Intelligent Interactive Multimedia Systems and Services (KES-IIMSS2013), held in Sesimbra, Portugal, in June 2013. The conference series focuses on research in the fields of intelligent interactive multimedia systems and services and provides an internationally respected forum for scientific research in related technologies and applications.

The Gamification Revolution How Leaders Leverage Game Mechanics to Crush the Competition

Author : Gabe Zichermann
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THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor

The Gamification of Learning and Instruction Fieldbook

Author : Karl M. Kapp
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Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

Gamification for Human Factors Integration Social Education and Psychological Issues

Author : Bishop, Jonathan
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With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Data Analytics Approaches in Educational Games and Gamification Systems

Author : Ahmed Tlili
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Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Gamification in Education and Business

Author : Torsten Reiners
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This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

From Research to Practice in the Design of Cooperative Systems Results and Open Challenges

Author : Julie Dugdale
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COOP 2012 is the tenth COOP conference, marking twenty years from the first conference in 1992. In this special anniversary edition we asked researchers and practitioners to reflect on what have been the successes and the failures in designing cooperative systems, and what challenges still need to be addressed. We have come a long way in understanding the intricacies of cooperation and in designing systems that support work practices and collective activities. These advances would not have been possible without the concerted effort of contributions from a plethora of domains including CSCW, HCI, Information Systems, Knowledge Engineering, Multi-agent systems, organizational and management sciences, sociology, psychology, anthropology, ergonomics, linguistics, etc. The COOP community is going from strength to strength in developing new technologies, advancing and proposing new methodological approaches, and forging theories.

Gamification

Author : Stefan Stieglitz
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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Gamification Mindset

Author : Ole Goethe
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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.

Green Gamification The basic knowledge

Author : Michael Beniers
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Seminar paper from the year 2016 in the subject Economy - Environment economics, grade: 1,0, Mykolas Romeris University, course: Urban Sustainable Development and Climate Change, language: English, abstract: This paper regards the theoretical basics of gamification. In the beginning, it tries to define and delimitate the term "Gamification". Afterward, it explains the psychological motivations behind the concept and presents the game design elements, which trigger these motivations. The third topic represents a basic guideline for good gamification design and concentrates on the topics target groups and meaningfulness. Finally, this paper focuses on the environmental area of green gamification. After an explanation, it regards some examples of green gamification and outlines some of the most important potentials as well as doubts about it. This paper gives just a general overview about gamification but represents a short summary of the basic knowledge. It is based on a comparative analysis of scientific literature and related sources.

Even Ninja Monkeys Like to Play Unicorn Edition

Author : Andrzej Marczewski
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This is the hugely updated second edition of Even Ninja Monkeys Like To Play. A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on a journey through the theories on which gamification is built, onto practical advice for building gamified solutions. "A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej's best-in-class categorisation of what works most appropriately for whom." -- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of "Designing Virtual Worlds" Andrzej Marczewski's book "Even Ninja Monkeys Like To Play" gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply. -- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher Contents The Theory of Games, Play and Gamification What is Gamification? What Are Games and Play? What Are Game Mechanics? What is Fun? What is Game Thinking? Gamification and Game Thinking in Practice Ethical Considerations of Gamification The Science of Gamification What Motivates Us? The Intrinsic Motivation RAMP What is Flow and Why is it Important? User Types in Gamification (The HEXAD) The Neuroscience of Gamification Building Gamified Solutions How to Start with The User Journey How to Use Points, Badges and Leaderboards How to Set Clear Goals How to Design Good Feedback and Reward Systems How to Design a Simple Gamified System How to Understand Emotions in Gamification Design How to Use Narrative to Create Deeper Experiences How to Create Playful Experiences How to Handle Cheating How to See it From the User's Perspective Gamification Mechanics and Elements Planning and Implementing your Gamification Design The Gamification Design Framework How to Keep the User Engaged How to Balance a Gamified System Keeping it Simple Tying Loyalty into Gamification Modelling Gamified Systems Final Thoughts Five Steps to a Happier Life with Gamification Other Design Tips

Actionable Gamification

Author : Yu-kai Chou
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Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key Features Explore what makes a game fun and engaging Gain insight into the Octalysis Framework and its applications Discover the potential of the Core Drives of gamification through real-world scenarios Book Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learn Discover ways to use gamification techniques in real-world situations Design fun, engaging, and rewarding experiences with Octalysis Understand what gamification means and how to categorize it Leverage the power of different Core Drives in your applications Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies Examine the fascinating intricacies of White Hat and Black Hat Core Drives Who this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Gamification with Unity 5 x

Author : Lauren S. Ferro
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Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x About This Book Achieve your goals in a fun-filled way by creating gamification projects from scratch Leverage the Unity 5.X toolkit to create stunning and appealing projects Make your transition towards a pro project manager/ developer by learning tricks and techniques Who This Book Is For If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book. What You Will Learn Assess your learners' abilities by setting up challenges and quests Implement the game elements that relate to the project into Unity Publish your own task management application to better engage readers Improve your design using methods of playtesting and iteration Issue OpenBadges to recognize achievements and set up an online database to store your users achievements. In Detail Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You'll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences. Style and approach This book takes a real-world case studies approach, moving ahead in a step-by-step tutorial manner. You will create your own project from scratch, and the practical examples will help you create a successful gamification project.

Gamification

Author : Therese M. Shea
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The concept of gamification turns healthy behaviors, such as losing weight or helping the environment, into a game that rewards success. This new and exciting niche in the game industry provides limitless opportunities for young people who are interested in the cutting edge of computers and technology, and how it interacts with daily life. This book does an excellent job of explaining exactly what gamification is by showing how technologies such as smartphones and apps are upending the way games are conceived and played. The reader is then introduced to specific examples of gamification concepts in the areas of environmentalism, education, health, and social causes. These include games that incentivize such behaviors exercising, recycling, and volunteering in the community. The examples illustrate the potential of this new concept in computer technology, sparking an interest in future computer scientists to jump into the field.

PERSONALIZED ADAPTIVE GAMIFICATION SYSTEMS TO IMPROVE PERFORMANCE AND MOTIVATION

Author : Christian Enmanuel Lopez Bencosme
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The objective of this dissertation is to empirically test the effects of personalized gamification on individuals performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement game elements into non-game contexts with the goal of increasing the motivation and performance of individuals on a task or set of tasks (i.e., promote action or behavior). Studies support the potential for gamification to improve the motivation and performance of individuals in a wide range of applications; however, researchers caution that some caveats exist. Primarily, they caution that the current one-size-fits-all design approach, which assumes individuals are a homogenous group that reacts similarly to game elements, is not an optimal design approach. This is because research indicates that a game element that positively impacts an individuals motivation might not improve, or could even worsen, the motivation of another individual. Moreover, studies have shown that the positive effects of gamification on individuals motivation may diminish over time. Due to these limitations, researchers are starting to explore how player type models (e.g., Hexad player type) and personality trait models (e.g., Five Factor model) can be implemented to advance gamification. Both personality traits and player type models aim to capture the differences between individuals, which can help explain the dissimilarities in their behaviors and attitudes. However, personality trait models can be understood as a high-level conceptualization of individual differences, not focused on any specific domain or behavior as opposed to player type models. Unfortunately, existing gamification methods do not personalize applications at an individual level or systematically capture data of an individuals interaction with an application to adapt accordingly. Researchers advise that in order to solve the diminishing effects of gamification and maximize its potential, more emphasis should be placed on designing methods for personalized and adaptive applications that are capable of motivating and improving individuals performance.In light of these limitations, this dissertation first presents a study that explores the relationship between an individuals player type and their perception of game elements implemented in an educational gamified application. Subsequently, a controlled experiment is presented in which a gamified and a non-gamified physical-interactive application are used. In this experiment, the relationship that individuals player type and their personality trait have with both their perception of and performance in the application are explored. The results of these studies show that individuals performance and perception of the gamified applications used are associated with their player type. Moreover, the results reveal that the Hexad player type model was able to explain more of the variability in individuals performance data than the Five Factor personality trait model. Combining these findings with previous research, a method to personalize gamified applications based on individuals Hexad player type is presented. The method is intended to help designers in the systematic selection of game elements that are worth exploring. The method is based on a game elements recommendation algorithm that aims to minimize the design complexity of gamified applications while maximizing the potential to improve the motivation and performance of individuals. In addition, a machine learning method that analyses task and facial expression data to predict the performance of individuals in a gamified application is presented. The results of a case study reveal the capability and feasibility of the machine learning method to accurately predict the performance of individuals in gamified applications. This method could potentially be used to adapt the task difficulty and the game elements of an application. Finally, to explore the effects that personalized gamification has on individuals performance, a randomized experiment is conducted. In this experiment, the performance of participants who interact with (i) a personalized gamified application, (ii) a non-personalized gamified application, (iii) a non-gamified application, and (iv) a counter-personalized gamified application is analyzed. The results reveal that individuals interacting with the personalized gamified application performed better than any other group. In contrast, those who interacted with the counter-personalized gamified application performed worse than any other group and did not show any performance improvement after interacting with the application for a second time. This dissertation provides empirical evidence of the benefits that personalized gamification has on individuals performance. Due to the heterogeneity of individuals, the methods presented in this dissertation could be employed in a wide range of contexts to help personalize and adapt gamified applications with the objective to improve individuals performance.