Gamification

The Gamification Design Handbook: Even Ninja Monkeys Like to Play  eBooks & eLearning

Posted by arundhati at Dec. 11, 2023
The Gamification Design Handbook: Even Ninja Monkeys Like to Play

Andrzej Marczewski, "The Gamification Design Handbook: Even Ninja Monkeys Like to Play"
English | ASIN‏ : ‎ B0C6VV829F | 2023 | 347 pages | PDF | 17 MB

Gamification: A Practical Guide for Librarians  eBooks & eLearning

Posted by DZ123 at Aug. 1, 2023
Gamification: A Practical Guide for Librarians

Elizabeth McMunn-Tetangco, "Gamification: A Practical Guide for Librarians"
English | 2017 | ISBN: 1442279133 | EPUB | pages: 148 | 2.1 mb
Open Innovation Business Modeling: Gamification and Design Thinking Applications (Repost)

Open Innovation Business Modeling: Gamification and Design Thinking Applications by João Leitão
English | PDF,EPUB | 2019 | 137 Pages | ISBN : 331991281X | 6.27 MB

This monograph provides a new perspective on business modeling in small and medium-sized enterprises (SMEs). It builds on the theoretical framework on innovation and revisits the Zahra and George (2002) model on absorptive capacity and other related works, such as the open innovation approach initiated by Chesbrough (2003). It also introduces a new 'open innovation bridge – a Tangram model' approach to business models that identifies the critical elements of the transactive structure of open innovation business models, especially, in the context of SMEs. The uniqueness of this book lies in the author's development of a gamification perspective and a tool to design open innovation business models.

Gamification of Life and the Gaming Society :The Ludic Century  eBooks & eLearning

Posted by AvaxGenius at Feb. 20, 2024
Gamification of Life and the Gaming Society :The Ludic Century

Gamification of Life and the Gaming Society :The Ludic Century by Fabian Arlt , Hans-Jürgen Arlt
English | PDF EPUB (True) | 2024 | 128 Pages | ISBN : 3031459067 | 8.8 MB

This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected.

Tailored Gamification to Educational Technologies (Repost)  eBooks & eLearning

Posted by AvaxGenius at July 2, 2020
Tailored Gamification to Educational Technologies (Repost)

Tailored Gamification to Educational Technologies by Wilk Oliveira
English | PDF,EPUB | 2019 | 106 Pages | ISBN : 9813298111 | 12.81 MB

This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.

Gamification for Resilience: Resilient Informed Decision Making  eBooks & eLearning

Posted by Free butterfly at May 16, 2024
Gamification for Resilience: Resilient Informed Decision Making

Gamification for Resilience: Resilient Informed Decision Making by Adrian V. Gheorghe, Polinpapilinho F. Katina
English | August 15, 2023 | ISBN: 1394157746 | 320 pages | MOBI | 28 Mb
Gamification for Product Excellence: Make your product stand out with higher user engagement, retention, and innovation

Gamification for Product Excellence
by Mike Hyzy and Bret Wardle

English | 2023 | ISBN: 1837638381 | 350 pages | True/Retail PDF EPUB | 16.02 MB

Coursera - Gamification by University of Pennsylvania  eBooks & eLearning

Posted by kabino at May 1, 2020
Coursera - Gamification by University of Pennsylvania

Coursera - Gamification by University of Pennsylvania
Video: .mp4 (1280x720) | Audio: AAC, 44100 kHz, 2ch | Size: 2.01 Gb | Materials: PDF
Genre: eLearning Video | Duration: 11h 10m | Language: English

Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively. For additional information on the concepts described in the course, you can purchase Professor Werbach's book For the Win: How Game Thinking Can Revolutionize Your Business in print or ebook format in several languages.

Lynda - Gamification for Interactive Learning  eBooks & eLearning

Posted by U.N.Owen at May 11, 2017
Lynda - Gamification for Interactive Learning

Lynda - Gamification for Interactive Learning
Size: 2.31 GB | Duration: 2h 3m | Video: AVC (.mp4) 1280x720 30fps | Audio: AAC 48KHz 2ch
Genre: eLearning | Level: Advanced | Language: English

Gamification allows you to present educational content to learners in a way that's engaging, visually compelling, and personalized.
The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

Gabe Zichermann, Joselin Linder, "The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition"
English | 2013 | ISBN: 0071808310 | 256 pages | EPUB | 3 MB