GAMIFICATION AND ITS APPLICATIONS

GAMIFICATION AND ITS APPLICATIONS

EnglishPaperback / softbackPrint on demand
Sadiku, Matthew N. O.
LAP Lambert Academic Publishing
EAN: 9786206739142
Print on demand
Delivery on Monday, 10. of February 2025
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Detailed information

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.
EAN 9786206739142
ISBN 6206739147
Binding Paperback / softback
Publisher LAP Lambert Academic Publishing
Pages 152
Language English
Dimensions 220 x 150
Authors Sadiku, Matthew N. O.