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Handbook of Research on Gamification Dynamics and User Experience Design

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Release : 2022-05-20
Genre : Computers
Kind : eBook
Book Rating : 922/5 ( reviews)

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Book Synopsis Handbook of Research on Gamification Dynamics and User Experience Design by : Bernardes, Oscar

Download or read book Handbook of Research on Gamification Dynamics and User Experience Design written by Bernardes, Oscar. This book was released on 2022-05-20. Available in PDF, EPUB and Kindle. Book excerpt: In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.

Handbook of Research on Gamification Dynamics and User Experience Design

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Author :
Release : 2021-11-30
Genre : Games
Kind : eBook
Book Rating : 913/5 ( reviews)

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Book Synopsis Handbook of Research on Gamification Dynamics and User Experience Design by : Oscar Bernardes

Download or read book Handbook of Research on Gamification Dynamics and User Experience Design written by Oscar Bernardes. This book was released on 2021-11-30. Available in PDF, EPUB and Kindle. Book excerpt: Currently, it is essential for organizations to create strategies to engage their audiences through innovative game-like experiences. It is, therefore, necessary to highlight the contribution of digital technologies that enable organizations to affect their audiences. Before gamification can be used for this purpose, however, there are many features that must be put into the game design. This essential reference discusses the dynamics of gamification, and the ways games may be designed with an emphasis on user experience. Covering topics such as user engagement, design principles, user motivations, gamification artifacts, and more, this book is an ideal reference for game developers, interdisciplinary researchers, technology developers, and academicians.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification

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Release : 2021-01-22
Genre : Medical
Kind : eBook
Book Rating : 77X/5 ( reviews)

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Book Synopsis Handbook of Research on Solving Modern Healthcare Challenges With Gamification by : Alexandre Peixoto de Queirós, Ricardo

Download or read book Handbook of Research on Solving Modern Healthcare Challenges With Gamification written by Alexandre Peixoto de Queirós, Ricardo. This book was released on 2021-01-22. Available in PDF, EPUB and Kindle. Book excerpt: While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education. Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

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Release : 2022-01-28
Genre : Computers
Kind : eBook
Book Rating : 255/5 ( reviews)

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Book Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar

Download or read book Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar. This book was released on 2022-01-28. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Research Anthology on Virtual Environments and Building the Metaverse

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Author :
Release : 2022-12-19
Genre : Computers
Kind : eBook
Book Rating : 987/5 ( reviews)

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Book Synopsis Research Anthology on Virtual Environments and Building the Metaverse by : Management Association, Information Resources

Download or read book Research Anthology on Virtual Environments and Building the Metaverse written by Management Association, Information Resources. This book was released on 2022-12-19. Available in PDF, EPUB and Kindle. Book excerpt: With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.

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