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Titlebook: Gamification; Using Game Elements Stefan Stieglitz,Christoph Lattemann,Tobias Brockm Book 2017 Springer International Publishing Switzerla

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樓主: Jejunum
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發(fā)表于 2025-3-25 06:09:12 | 只看該作者
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發(fā)表于 2025-3-25 08:10:34 | 只看該作者
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發(fā)表于 2025-3-25 13:43:34 | 只看該作者
Introduction to Gamification: Foundation and Underlying Theoriesok. It distinguishes gamification from other research areas, such as gameful design and serious games. It then goes on to introduce common game mechanics, achievement systems, game dynamics and aesthetics. The second part of the article focusses on underlying theories. It examines the influence of m
24#
發(fā)表于 2025-3-25 19:16:59 | 只看該作者
Gamification and Behaviourunds are influenced by gamification in different ways. This suggests that cultural influence can also impact the way gamification is best implemented within a particular context. This chapter starts by discussing how behaviour can be influenced by gamification. It then considers how culture in its d
25#
發(fā)表于 2025-3-25 21:48:58 | 只看該作者
Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designsadapt gamification designs. Even though experts agree on the importance of these activities, concrete processes and software tools have not been investigated yet. This chapter advocates and introduces gamification analytics related activities based on the findings of a study with gamification expert
26#
發(fā)表于 2025-3-26 03:19:53 | 只看該作者
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發(fā)表于 2025-3-26 06:32:12 | 只看該作者
28#
發(fā)表于 2025-3-26 11:46:34 | 只看該作者
Boundaries of Open Innovation and Gamesicated social media platforms for the development and refinement of ideas. Organisations who want to profit from the use of these platforms face the following two significant and interconnected challenges: First, organisations have to motivate (groups of) individuals to participate, and they must pl
29#
發(fā)表于 2025-3-26 13:58:07 | 只看該作者
30#
發(fā)表于 2025-3-26 20:52:36 | 只看該作者
A Serious Game as a Market Research Method for Purchase Decision Processeschapter is designed as a qualitative market research method, thereby showing a comparatively new field of application for games. It can be used in place of classical qualitative methods, such as focus groups or interviews. It reduces the weaknesses of such techniques, whilst simultaneously using the
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