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GAMIFICATION AND ITS APPLICATIONS

-15% su kodu: ENG15
84,28 
Įprasta kaina: 99,15 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
84,28 
Įprasta kaina: 99,15 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
2025-02-28 99.1500 InStock
Nemokamas pristatymas į paštomatus per 11-15 darbo dienų užsakymams nuo 20,00 

Knygos aprašymas

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.

Informacija

Autorius: Matthew N. O. Sadiku
Leidėjas: LAP LAMBERT Academic Publishing
Išleidimo metai: 2023
Knygos puslapių skaičius: 152
ISBN-10: 6206739147
ISBN-13: 9786206739142
Formatas: 220 x 150 x 10 mm. Knyga minkštu viršeliu
Kalba: Anglų

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