My Account Log in

1 option

Emerging research and trends in gamification / Harsha Gangadharbatla and Donna Z. Davis, editors.

EBSCOhost Academic eBook Collection (North America) Available online

View online
Format:
Book
Contributor:
Gangadharbatla, Harshavardhan, editor.
Davis, Donna Z., 1959- editor.
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

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account