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Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in ...
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The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
Playbour is also sometimes categorized as a part of the gamification of society in general. While the term playbour itself is a relatively new invention, the phenomena it concerns – those of productive leisure and free labour in the digital games industry – have been around at least since the late 1990s.
In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [ 29 ]
The Wikidata Game represents a gamification approach to let users help resolve questions regarding persons, images etc. and thus automatically edit the corresponding data items in Wikidata, the structured knowledge repository supporting Wikipedia and Wikimedia Commons, the other Wikimedia projects, and more. [38] [39]
Character theory chart. The Bartle taxonomy of player types is a classification of video game players based on a 1996 paper by Richard Bartle [1] according to their preferred actions within the game.
Yu-kai Chou (Chinese: 周郁凱; born May 9, 1986) is a Taiwanese-American entrepreneur, author, speaker, business consultant, and experience designer. He is one of the earliest pioneers in the industry of gamification. [1]