Tools and Methods for Gamification and E-Participation

Tools and Methods for Gamification and E-Participation PDF Author: Khaled Tamzini
Publisher:
ISBN: 9781799897699
Category :
Languages : en
Pages :

Get Book Here

Book Description

Tools and Methods for Gamification and E-Participation

Tools and Methods for Gamification and E-Participation PDF Author: Khaled Tamzini
Publisher:
ISBN: 9781799897699
Category :
Languages : en
Pages :

Get Book Here

Book Description


Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250

Get Book Here

Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Electronic Participation

Electronic Participation PDF Author: Peter Parycek
Publisher: Springer
ISBN: 3319643223
Category : Computers
Languages : en
Pages : 169

Get Book Here

Book Description
This book constitutes the proceedings of the 9th IFIP WG 8.5 International Conference on Electronic Participation, ePart 2017, held in St. Petersburg, Russia, in September 2017.The 11 revised full papers presented in this book were carefully reviewed and selected from 14 submissions. The papers reflect completed multi-disciplinary research ranging from policy analysis and conceptual modeling to programming and visualization of simulation models. They are organized in four topical threads: methodological issues in e-participation; e-participation implementations; policy modeling and policy informatics; critical reflections.

Organizational Gamification

Organizational Gamification PDF Author: Mikko Vesa
Publisher: Routledge
ISBN: 100035105X
Category : Business & Economics
Languages : en
Pages : 258

Get Book Here

Book Description
This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.

The Effects of Technology and Institutions on E-Participation

The Effects of Technology and Institutions on E-Participation PDF Author: Pragati Rawat
Publisher: Routledge
ISBN: 1000533034
Category : Political Science
Languages : en
Pages : 102

Get Book Here

Book Description
In this book Pragati Rawat and John C. Morris identify and evaluate the impact of factors that can help explain the difference in e-participation, public participation using information and communication technology, in different countries. While cross-sectional studies have been covered, few have taken an in-depth look at cross-national studies. This book attempts to fill the gap using quantitative panel data to explore the influence of technology and institutions, and the impact of their complex relationships in a mediation and moderation analysis, on e-participation. The current study reviews the scholarly work in the field of “offline” and “online participation” to identify a set of antecedents that influence e-participation. A conceptual framework is developed, supported by the theories from the public policy and socio-technical premise. The authors utilize secondary data, primarily from the UN and World Economic Forum, for 143 countries from three waves of surveys to measure the dependent and explanatory variables. The panel data is statistically analyzed and findings reveal the role of technology as a mediator as well as a moderator for institutions’ impact on e-participation. The Effects of Technology and Institutions on E-Participation provides a groundbreaking country-level analysis that will appeal to academics and students of e-government and Digital Government, Public Policy, Public Administration, Public Sector Innovation, and Public Participation.

Geospatial Research: Concepts, Methodologies, Tools, and Applications

Geospatial Research: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466698462
Category : Technology & Engineering
Languages : en
Pages : 2035

Get Book Here

Book Description
Having the ability to measure and explore the geographic space that surrounds us provides endless opportunities for us to utilize and interact with the world. As a broad field of study, geospatial research has applications in a variety of fields including military science, environmental science, civil engineering, and space exploration. Geospatial Research: Concepts, Methodologies, Tools, and Applications is a multi-volume publication highlighting critical topics related to geospatial analysis, geographic information systems, and geospatial technologies. Exploring multidisciplinary applications of geographic information systems and technologies in addition to the latest trends and developments in the field, this publication is ideal for academic and government library inclusion, as well as for reference by data scientists, engineers, government agencies, researchers, and graduate-level students in GIS programs.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

Get Book Here

Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Gamification for Tourism

Gamification for Tourism PDF Author: Feifei Xu
Publisher: Channel View Publications
ISBN: 1845418247
Category : Business & Economics
Languages : en
Pages : 278

Get Book Here

Book Description
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Games and Learning Alliance

Games and Learning Alliance PDF Author: Iza Marfisi-Schottman
Publisher: Springer Nature
ISBN: 3030634647
Category : Computers
Languages : en
Pages : 458

Get Book Here

Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

Get Book Here

Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.