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Designing gamified systems : meaningful play in interactive entertainment, marketing and education / Sari Gilbert.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Gilbert, Sari, author.
Language:
English
Subjects (All):
Video games--Design.
Video games.
Video games--Design--Psychological aspects.
Video games--Design--Social aspects.
Play.
Physical Description:
1 online resource (337 p.)
Edition:
1st edition
Place of Publication:
Burlington, Mass. : Focal Press, 2016.
Language Note:
English
System Details:
text file
Summary:
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 instruct
Contents:
Cover; Title; Copyright; Contents; Acknowledgments; Introduction; PART I THE FOUNDATION; 1 INTRODUCING GAMIFIED SYSTEMS; Is this a game?; Towards a gamified world; Why make it voluntary?; Gamified systems: What are they?; GS design in history; Exercises, recommended readings and resources; Insider insight: Nicole Lazzaro leads the way; Insider Insight: Patrick Jagoda on the value of gamified systems; 2 BUILDING THE SPECTRUM; Games vs. gamified systems; The old rules of play; Defining a gamified system spectrum; Characterizing gamified systems; Exercises and recommended readings
Insider insight: Ken Eklund is redefining how games change our world3 POSITIVE PERFORMANCE; A flourishing life; Positive emotions; The building blocks of engagement; Is this meaningful?; Greater complexity leads to a greater sense of achievement; What about motivation?; Exercises and recommended readings; Insider insight: Scott Eberle studies play; 4 FUN IS LEARNING; Hard fun; Brain gain; Categories of knowledge and domains of learning; How we think; How games teach; Getting to the zone; Exercises and recommended readings; Insider insight: Katie Salen created a game-like school
PART II THE TOOLBOX5 WHAT IS GAMIFIED SYSTEM DESIGN?; The convergence of game and interaction design; Requisite skills of a GS designer; Laying the groundwork; Iterative design; Agile development; Exercises and recommended readings; Insider insight: A business perspective from Bunchball founder Rajat Paharia; 6 APPLYING GAME CONCEPTS; The MDA framework; Creating a journey; Rewards and motivations; Applying lessons from game genres; Putting it all together; Exercises and recommended readings; Insider insight: Design lessons from 2K's Josh Atkins; 7 VISUALIZING INTERACTION AND INFORMATION
Goal-driven designContext is everything; Designing GS interfaces and interactivity; Interfaces that work behind the scenes; Rich usability; Exercises and recommended readings; Insider insight: Sebastian Deterding on meaningful play and the convergence of user experience and game design; PART III IN THE FIELD; 8 DESIGNING GAMIFIED SYSTEMS FOR EDUCATION; In the classroom; Insider insight: Meet Shawn Young, the teacher who created Classcraft; GS design for professional learning; Insider insight: Meet Code School's designer Justin Mezzell; Gamified systems and the military
The consumer marketplaceInsider insight: Meet School of Dragons' quest designer Brian Yoon; Cultural and civic engagement; Insider insight: Meet the subject matter expert, historian Dr Robert Batchelor; Exercises and recommended readings; Insider insight: Lucien Vatell is building an education ecosystem; 9 GAMIFIED SYSTEM DESIGN FOR MARKETING AND ENTERTAINMENT; The marketing mix; Brand building; Driven by strategy; Insider insight: CP+B's Harold Jones on gamifying Domino's Pizza; Building revenue and driving product sales; The role of big data; GS design for customer relationship management
Gamifying entertainment
Notes:
Includes index.
Includes bibliographical references at the end of each chapters and index.
Description based on print version record.
ISBN:
9781315856674
1315856670
9781317931423
1317931424
9781317931430
1317931432
OCLC:
958100183

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