• Medientyp: E-Book
  • Titel: Emerging research and trends in gamification
  • Enthält: 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
  • Beteiligte: Gangadharbatla, Harshavardhan [HerausgeberIn]; Davis, Donna Z. [HerausgeberIn]
  • Erschienen: Hershey, Pennsylvania: IGI Global, [2016]
  • Erschienen in: Advances in multimedia and interactive technologies (AMIT) book series
  • Umfang: 1 Online-Ressource (455 Seiten)
  • Sprache: Englisch
  • DOI: 10.4018/978-1-4666-8651-9
  • ISBN: 9781466686526
  • Identifikator:
  • RVK-Notation: ST 324 : Computerspiele
  • Schlagwörter: Gamification > Gesellschaft > Interaktive Medien
  • Reproduktionsnotiz: Also available in print
  • Entstehung:
  • Anmerkungen: Includes bibliographical references and index
    Restricted to subscribers or individual electronic text purchasers
    Mode of access: World Wide Web
  • Beschreibung: "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.
  • Zugangsstatus: Eingeschränkter Zugang | Informationen zu lizenzierten elektronischen Ressourcen der SLUB