GAMIFICATION AND ITS APPLICATIONS

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Games are widely popular and entertaining. They have become favorite entertainment activity for many people worldwide. This is why the games industry is one of the most lucrative industries due to the billion-dollar sales of digital games. Gamification is a transformation of something into a game. It is basically adapting game-design elements (fun, play, transparency, reward, incentive, competition, and challenge) and game thinking to non-game contexts like education, healthcare, business, warfare, and shopping. It is the process of applying the science and psychology of digital gaming (such video game elements) in a non-game environment. It is an umbrella term for using video game elements in non-gaming platforms with the goal of improving user experience and engagement. Gamification techniques are being used across a broad range of applications to achieve a variety of goals. It has been widely applied in areas such as education, business, healthcare, edutainment, information studies, human-computer interaction, financial services and other areas. This book provides an easy-to-read guide on gamification and its various applications for professionals and researchers.

Autorentext
Matthew N. O. Sadiku received his B. Sc. degree in 1978 from Ahmadu Bello University, Zaria, Nigeria, and his M.Sc. and Ph.D. degrees from Tennessee Technological University, Cookeville, TN in 1982 and 1984 respectively. He is presently a professor emeritus of electrical and computer engineering at Prairie View A&M University, Prairie View, TX.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09786206750710
    • Anzahl Seiten 152
    • Genre Technology
    • Herausgeber LAP Lambert Academic Publishing
    • Untertitel DE
    • Größe H220mm x B150mm
    • EAN 9786206750710
    • Titel GAMIFICATION AND ITS APPLICATIONS
    • Autor Matthew N. O. Sadiku

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