Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and EducationCRC Press, 11 août 2015 - 334 pages Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes:
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Table des matières
PART II THE TOOLBOX | 133 |
PART III IN THE FIELD | 233 |
CONCLUSION | 301 |
Principles of GS design | 303 |
307 | |
Autres éditions - Tout afficher
Designing Gamified Systems: Meaningful Play in Interactive Entertainment ... Sari Gilbert Aucun aperçu disponible - 2016 |
Designing Gamified Systems: Meaningful Play in Interactive Entertainment ... Sari Gilbert Aucun aperçu disponible - 2016 |
Expressions et termes fréquents
achievement activities Alternate Reality Games badges behaviors brand build challenges Chapter classroom cognitive collaboration collection competing constructionist learning context create creative customers defined design principle Domino’s dynamics educational emergent emotional encourage engagement entertainment environment Eric Zimmerman example exploration Facebook feedback feel Figure game concepts game design game elements game layer game-like game-play games and gamified gamified system design gamified systems goals GS design hard fun ideas implementation individual interaction design interface Jane McGonigal Junior Ranger Katie Salen learning let players leverage marketing meaningful mechanics motivation Objective-C opportunities participation performance play points Quest real world relationships require rewards role role-playing games sense share skills social media social networking space specific strategy structure tasks teach technologies Urban Outfitters user experience design user stories utilize Video Games