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Designing Gamified Systems Meaningful Play in Interactive Entertainment, Marketing and Education - Sari Gilbert 2015 PDF Routledge BOOKS PROGRAMMING
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Designing Gamified Systems Meaningful Play in Interactive Entertainment, Marketing and Education
Author: Sari Gilbert
Year: 2015
Pages: 334
Format: PDF
File size: 10,8 MB
Language: ENG



Book Description: Designing Gamified Systems: Meaningful Play in Interactive Entertainment Marketing and Education The book "Designing Gamified Systems" by Dr. Yukari Kinoshita provides a comprehensive overview of the concept of gamification and its applications in various fields such as marketing, education, and entertainment. The author emphasizes the importance of understanding the process of technological evolution and its impact on society, as well as the need to develop a personal paradigm for perceiving the technological process of developing modern knowledge as the basis for the survival of humanity and the survival of the unification of people in a warring state. The book begins with an introduction to the concept of gamification and its history, highlighting the key elements of game design that can be applied to non-game contexts. The author then delves into the various applications of gamification in different industries, including marketing, education, and healthcare. Each chapter provides real-world examples of successful gamification implementations, demonstrating the effectiveness of the approach in achieving specific goals and outcomes. One of the most compelling aspects of the book is its focus on the importance of meaningful play in gamification. The author argues that simply adding game elements to a system or experience does not automatically make it engaging or effective; rather, the goal should be to create meaningful play experiences that resonate with users and provide value. This requires a deep understanding of the target audience and their needs, desires, and motivations. Throughout the book, Dr. Kinoshita draws on her extensive experience in the field to provide practical advice and insights for designers, educators, and entrepreneurs looking to leverage gamification in their work.
Designing Gamified Systems: gnificant Play in Interactive Entertainment Marketing and Education Книга «Designing Gamified Systems» доктора Юкари Киношиты содержит всесторонний обзор концепции геймификации и её приложений в различных областях, таких как маркетинг, образование и развлечения. Автор подчеркивает важность понимания процесса технологической эволюции и его влияния на общество, а также необходимость выработки личностной парадигмы восприятия технологического процесса развития современного знания как основы выживания человечества и выживания объединения людей в воюющем государстве. Книга начинается с введения в концепцию геймификации и её историю, выделяя ключевые элементы игрового дизайна, которые могут быть применены к неигровым контекстам. Затем автор углубляется в различные применения геймификации в различных отраслях, включая маркетинг, образование и здравоохранение. В каждой главе приводятся реальные примеры успешных реализаций геймификации, демонстрирующие эффективность подхода в достижении конкретных целей и результатов. Одним из наиболее убедительных аспектов книги является ее акцент на важности значимой игры в gamification. Автор утверждает, что простое добавление игровых элементов в систему или опыт не делает его автоматически увлекательным или эффективным; скорее, целью должно быть создание значимого игрового опыта, который резонирует с пользователями и обеспечивает ценность. Для этого необходимо глубокое понимание целевой аудитории и ее потребностей, желаний, мотиваций. На протяжении всей книги доктор Киношита использует свой обширный опыт в этой области, чтобы предоставить практические советы и идеи для дизайнеров, преподавателей и предпринимателей, желающих использовать геймификацию в своей работе.
Designing Gamified Systems : gnificant Jouer au marketing interactif et à l'éducation livre "Designing Gamified Systems'du Dr Yukari Kinoshita donne un aperçu complet du concept de gamification et de ses applications dans divers domaines tels que le marketing, l'éducation et le divertissement. L'auteur souligne l'importance de comprendre le processus d'évolution technologique et son impact sur la société, ainsi que la nécessité d'élaborer un paradigme personnel pour percevoir le processus technologique du développement du savoir moderne comme la base de la survie de l'humanité et de la survie de l'unification des gens dans un État en guerre. livre commence par une introduction au concept de gamification et à son histoire, en soulignant les éléments clés de la conception du jeu qui peuvent être appliqués à des contextes non-jeux. L'auteur explore ensuite les différentes applications de la gamification dans différents secteurs, y compris le marketing, l'éducation et la santé. Chaque chapitre donne des exemples concrets de succès dans la mise en œuvre de la gamification, démontrant l'efficacité de l'approche dans la réalisation des objectifs et des résultats spécifiques. L'un des aspects les plus convaincants du livre est son accent sur l'importance d'un jeu de gamification significatif. L'auteur affirme que le simple ajout d'éléments de jeu au système ou à l'expérience ne le rend pas automatiquement fascinant ou efficace ; l'objectif devrait plutôt être de créer une expérience de jeu significative qui résonne avec les utilisateurs et apporte de la valeur. Pour cela, il faut une compréhension approfondie du public cible et de ses besoins, désirs, motivations. Tout au long du livre, le Dr Kinoshita met à profit sa vaste expérience dans ce domaine pour fournir des conseils et des idées pratiques aux designers, enseignants et entrepreneurs désireux d'utiliser la gamification dans leur travail.
Designing Gamified Systems: gnificant Play in Interactive Entertainment Marketing and Education libro «Designing Gamified Systems» de la Dra. Yukari Film Shita ofrece una visión completa del concepto de gamificación y sus aplicaciones en diversos campos como el marketing, la educación y el entretenimiento. autor destaca la importancia de comprender el proceso de evolución tecnológica y su impacto en la sociedad, así como la necesidad de generar un paradigma personal para percibir el proceso tecnológico del desarrollo del conocimiento moderno como base para la supervivencia de la humanidad y la supervivencia de la unión de los seres humanos en un Estado en guerra. libro comienza con una introducción al concepto de gamificación y su historia, destacando los elementos clave del diseño del juego que se pueden aplicar a contextos no jugables. A continuación, el autor profundiza en diversas aplicaciones de gamificación en diferentes industrias, incluyendo marketing, educación y salud. Cada capítulo ofrece ejemplos reales de implementaciones exitosas de gamificación que demuestran la eficacia de un enfoque para alcanzar objetivos y resultados específicos. Uno de los aspectos más convincentes del libro es su énfasis en la importancia de un juego de gamificación significativo. autor afirma que la simple adición de elementos de juego a un sistema o experiencia no lo hace automáticamente fascinante o eficaz; más bien, el objetivo debe ser crear una experiencia de juego significativa que resuene con los usuarios y proporcione valor. Esto requiere una comprensión profunda del público objetivo y sus necesidades, deseos, motivaciones. A lo largo del libro, el Dr. Kinshita utiliza su amplia experiencia en este campo para proporcionar consejos e ideas prácticas para diseñadores, profesores y emprendedores que desean utilizar la gamificación en su trabajo.
Designing Gamified Systems: gnificant Play in Interactive Entertainment Marketing and Education O livro «Designing Gamified Systems», do Dr. Yukari Cinemita, fornece uma visão completa do conceito de gamificação e suas aplicações em vários campos, como marketing, educação e entretenimento. O autor ressalta a importância de compreender o processo de evolução tecnológica e seus efeitos na sociedade, bem como a necessidade de estabelecer um paradigma pessoal para a percepção do processo tecnológico de desenvolvimento do conhecimento moderno como base para a sobrevivência da humanidade e para a sobrevivência da união das pessoas num Estado em guerra. O livro começa com a introdução ao conceito de gamificação e sua história, destacando os elementos-chave do design do jogo que podem ser aplicados a contextos não-jogáveis. Em seguida, o autor se aprofundou em várias aplicações da gamificação em vários setores, incluindo marketing, educação e saúde. Cada capítulo apresenta exemplos reais de implementações bem-sucedidas de gamificação que demonstram a eficácia da abordagem em metas e resultados específicos. Um dos aspectos mais convincentes do livro é a sua ênfase na importância do jogo de gamificação significativo. O autor afirma que a simples adição de elementos de jogo ao sistema ou experiência não o torna automaticamente fascinante ou eficaz; o objetivo deve ser criar uma experiência de jogo significativa que ressoa com os usuários e forneça valor. Isso requer uma compreensão profunda do público-alvo e das suas necessidades, desejos, motivações. Ao longo do livro, o Dr. Cinoshita usa sua vasta experiência nesta área para fornecer conselhos e ideias práticas para designers, professores e empreendedores que desejam usar a videogame em seu trabalho.
Designing Gamified Systems: gnificant Play in Interattive Entertainment Marketing and Education Il libro «Designing Gamified Systems» del dottor Yukari Cinecittà fornisce una panoramica completa del concetto di gaming e delle sue applicazioni in diversi settori quali marketing, istruzione e intrattenimento. L'autore sottolinea l'importanza di comprendere il processo di evoluzione tecnologica e il suo impatto sulla società, e la necessità di sviluppare un paradigma personale per la percezione del processo tecnologico dello sviluppo della conoscenza moderna come base della sopravvivenza dell'umanità e della sopravvivenza dell'unione delle persone in uno stato in guerra. Il libro inizia con l'introduzione al concetto di gaming e alla sua storia, evidenziando gli elementi chiave del design di gioco che possono essere applicati a contesti non giocabili. L'autore approfondisce le diverse applicazioni della gaming in diversi settori, tra cui marketing, istruzione e sanità. In ogni capitolo vengono forniti esempi concreti di implementazioni di gaming che dimostrano l'efficacia dell'approccio per raggiungere obiettivi e risultati specifici. Uno degli aspetti più convincenti del libro è il suo accento sull'importanza di un gioco importante in gamification. L'autore sostiene che la semplice aggiunta di elementi di gioco al sistema o l'esperienza non lo rende automaticamente affascinante o efficace; piuttosto, l'obiettivo dovrebbe essere quello di creare esperienze di gioco significative che risuonino con gli utenti e forniscano valore. Ciò richiede una profonda comprensione del pubblico target e delle sue esigenze, dei suoi desideri, delle sue motivazioni. Per tutta la durata del libro, il dottor Cinecittà utilizza la sua vasta esperienza in questo campo per fornire consigli e idee pratiche per designer, insegnanti e imprenditori desiderosi di utilizzare il gaming nel loro lavoro.
Designing Gamified Systems: gnificant Play in Interactive Entertainment Marketing and Education Das Buch „Designing Gamified Systems“ von Dr. Yukari Kinoshita bietet einen umfassenden Überblick über das Gamification-Konzept und seine Anwendungen in verschiedenen Bereichen wie Marketing, Bildung und Unterhaltung. Der Autor betont die Bedeutung des Verständnisses des technologischen Evolutionsprozesses und seiner Auswirkungen auf die Gesellschaft sowie die Notwendigkeit, ein persönliches Paradigma für die Wahrnehmung des technologischen Prozesses der Entwicklung des modernen Wissens als Grundlage für das Überleben der Menschheit und das Überleben der Vereinigung der Menschen in einem kriegführenden Staat zu entwickeln. Das Buch beginnt mit einer Einführung in das Konzept der Gamification und ihre Geschichte und hebt Schlüsselelemente des Spieldesigns hervor, die auf Nicht-Spielkontexte angewendet werden können. Der Autor taucht dann in die verschiedenen Anwendungen von Gamification in verschiedenen Branchen ein, einschließlich Marketing, Bildung und Gesundheitswesen. Jedes Kapitel bietet reale Beispiele für erfolgreiche Gamification-Implementierungen, die die Wirksamkeit des Ansatzes bei der Erreichung spezifischer Ziele und Ergebnisse demonstrieren. Einer der überzeugendsten Aspekte des Buches ist seine Betonung der Bedeutung eines sinnvollen Gamification-Spiels. Der Autor argumentiert, dass das bloße Hinzufügen von Spielelementen zu einem System oder einer Erfahrung nicht automatisch Spaß macht oder effektiv ist; Vielmehr sollte das Ziel sein, ein sinnvolles Spielerlebnis zu schaffen, das mit den Nutzern mitschwingt und Wert liefert. Dies erfordert ein tiefes Verständnis der Zielgruppe und ihrer Bedürfnisse, Wünsche und Motivationen. Während des gesamten Buches nutzt Dr. Kinoshita seine umfangreiche Erfahrung in diesem Bereich, um Designern, hrern und Unternehmern, die Gamification in ihrer Arbeit einsetzen möchten, praktische Tipps und Ideen zu geben.
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Oyunlaştırılmış stemlerin Tasarlanması: İnteraktif Eğlence Pazarlama ve Eğitiminde Önemli Rol Dr. Yukari Kinoshita'nın "Oyunlaştırılmış stemlerin Tasarlanması" kitabı, oyunlaştırma kavramına ve pazarlama, eğitim ve eğlence gibi çeşitli alanlardaki uygulamalarına kapsamlı bir genel bakış sunar. Yazar, teknolojik evrim sürecini ve toplum üzerindeki etkisini anlamanın önemini vurgular, Modern bilginin gelişiminin teknolojik sürecinin algılanması için kişisel bir paradigma geliştirme ihtiyacının yanı sıra, insanlığın hayatta kalması ve insanların savaşan bir devlette birleşmesinin hayatta kalması için temel olarak. Kitap, oyunlaştırma kavramına ve tarihine bir giriş ile başlar ve oyun dışı bağlamlara uygulanabilecek oyun tasarımının temel unsurlarını vurgular. Yazar daha sonra pazarlama, eğitim ve sağlık hizmetleri de dahil olmak üzere çeşitli endüstrilerde çeşitli oyunlaştırma uygulamalarına giriyor. Her bölüm, oyunlaştırmanın başarılı uygulamalarının gerçek dünyadaki örneklerini sunarak, yaklaşımın belirli hedeflere ve sonuçlara ulaşmadaki etkinliğini göstermektedir. Kitabın en ilgi çekici yönlerinden biri, anlamlı oyunlaştırma oyununun önemine vurgu yapmasıdır. Yazar, bir sisteme veya deneyime sadece oyun öğeleri eklemenin onu otomatik olarak eğlenceli veya etkili hale getirmediğini savunuyor; Daha ziyade amaç, kullanıcılarla rezonansa giren ve değer sağlayan anlamlı bir oyun deneyimi yaratmak olmalıdır. Bu, hedef kitlenin ve ihtiyaçlarının, arzularının, motivasyonlarının derinlemesine anlaşılmasını gerektirir. Kitap boyunca, Dr. Kinoshita, çalışmalarında oyunlaştırmayı kullanmak isteyen tasarımcılar, eğitimciler ve girişimciler için pratik tavsiyeler ve fikirler sağlamak için alandaki geniş deneyimini kullanıyor.
تصميم الأنظمة المصممة للألعاب: لعب مهم في التسويق التفاعلي للترفيه والتعليم يقدم كتاب «تصميم الأنظمة المصممة» للدكتور يوكاري كينوشيتا لمحة عامة شاملة عن مفهوم الألعاب وتطبيقاتها في مختلف المجالات مثل التسويق والتعليم والترفيه. ويشدد المؤلف على أهمية فهم عملية التطور التكنولوجي وأثرها على المجتمع، وكذلك الحاجة إلى وضع نموذج شخصي لتصور العملية التكنولوجية لتطور المعرفة الحديثة كأساس لبقاء البشرية وبقاء توحيد الشعوب في دولة متحاربة. يبدأ الكتاب بمقدمة لمفهوم الألعاب وتاريخها، مع تسليط الضوء على العناصر الرئيسية لتصميم اللعبة التي يمكن تطبيقها على السياقات غير اللعبة. ثم يتعمق المؤلف في تطبيقات مختلفة للألعاب في صناعات مختلفة، بما في ذلك التسويق والتعليم والرعاية الصحية. يقدم كل فصل أمثلة واقعية للتنفيذ الناجح للألعاب، مما يدل على فعالية النهج في تحقيق أهداف ونتائج محددة. أحد أكثر جوانب الكتاب إقناعًا هو تركيزه على أهمية لعب الألعاب الهادفة. ويجادل المؤلف بأن مجرد إضافة عناصر اللعبة إلى نظام أو تجربة لا يجعلها تلقائياً ممتعة أو فعالة ؛ بدلاً من ذلك، يجب أن يكون الهدف هو إنشاء تجربة ألعاب ذات مغزى تلقى صدى لدى المستخدمين وتوفر قيمة. وهذا يتطلب فهماً عميقاً للجمهور المستهدف واحتياجاته ورغباته ودوافعه. في جميع أنحاء الكتاب، تستخدم الدكتورة كينوشيتا خبرتها الواسعة في هذا المجال لتقديم المشورة العملية والأفكار للمصممين والمعلمين ورجال الأعمال الراغبين في استخدام الألعاب في عملهم.

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