1 option
Emerging research and trends in gamification / Harsha Gangadharbatla and Donna Z. Davis, editors.
- Format:
- Book
- Series:
- Advances in multimedia and interactive technologies (AMIT) book series.
- Advances in multimedia and interactive technologies (AMIT) book series
- Language:
- English
- Subjects (All):
- Games--Social aspects--Research.
- Games.
- Video games--Social aspects--Research.
- Video games.
- Physical Description:
- PDFs (455 pages) : illustrations.
- Place of Publication:
- Hershey PA : Information Science Reference, [2016]
- Language Note:
- English
- System Details:
- Mode of access: World Wide Web.
- Summary:
- "This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives"--Provided by publisher.
- Contents:
- Ambiguous play: towards a broader concept of gamification / Nathan Hulsey
- "A spoonful of game design makes the work-out more fun": essential game design elements for use in gamified applications / William R. Upchurch, Susan M. Wildermuth
- Gaining reward vs. avoiding loss: when does gamification stop being fun? / Selcen Ozturkcan, Sercan Sengün
- Development of the "hybrid interactive rhetorical engagement" (H.I.R.E.) scale: implications for digital gamification research / Yowei Kang
- Gamification in market research: promises, results, and limitations / Kartik Pashupati, Pushkala Raman
- Gamification of human resource processes / Jared Z. Ferrell [and 4 others]
- Gamifying recruitment, selection, training, and performance management: game-thinking in human resource management / Michael B. Armstrong, Richard N. Landers, Andrew B. Collmus
- Three perspectives on video game learning: behaviorism, cognitivism, and constructivism / Zeynep Tanes
- Leveling up the classroom: a theoretical approach to education gamification / Michael D. Hanus, Carlos Cruz
- Gamification of the classroom: potential, pitfalls, and practices / Darcy Osheim
- A framework for collaboration among game designers and social change makers: multiplayer missions that matter / Marty Kearns, Meredith Wise
- Digital development and international aid: are games changing the world? / Jolene Fisher
- Gamified self: factors influencing self-tracking technology acceptance / Rachelle DiGregorio, Harsha Gangadharbatla
- Games and quizzes in online journalism: reaching users via interactivity and customization / Bartosz W. Wojdynski
- The gamification of journalism / Raul Ferrer Conill, Michael Karlsson.
- Notes:
- Description based upon print version of record.
- Description based on print version record.
- Includes bibliographical references and index.
- ISBN:
- 9781466686526
- OCLC:
- 919099917
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