Gamification

11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to exa...

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Format: Online
Language:English
Published: IntechOpen 2023
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Online Access:ONIX_20230905_9781803562612_49
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collection Directory of Open Access Books
description 11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this research and applications in this area. We approach the interdisciplinary design of gamified systems both as a deterministic and a creative process. From the deterministic perspective, one must design the system functionality as well as the rules and the mechanics that govern the functionality. However, the creative process is often an important factor for the success of an implementation. This includes all aspects of a gamified system, including its aesthetics, storyline and narration, and in more technologically advanced systems that are not limited to one medium. An important development in the field is the ability to use both gamification and ludification techniques within an implementation, a process that can create systems that are enjoyable and can dress up the scenario in our attempt to reach a state of “Flow”(In Csikszentmihalyi’s words, flow is “a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it”). Contemporary gamified systems utilize a wide variety of technologies that allow the extension from cross-media to transmedia scenarios. The availability of so many technologies and media platforms that one may use to design a gamified process is phenomenal, extending our capacity to create new gamified realizations that were not possible in the past as they can combine the complete reality–virtuality continuum.
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institution Directory of Open Access Books
language eng
publishDate 2023
publishDateRange 2023
publishDateSort 2023
publisher IntechOpen
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spelling doab-20.500.12854ir-1132482024-04-14T10:29:16Z Gamification Deliyannis, Ioannis education augmented reality blockchain motor imagery heritage game design thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing 11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this research and applications in this area. We approach the interdisciplinary design of gamified systems both as a deterministic and a creative process. From the deterministic perspective, one must design the system functionality as well as the rules and the mechanics that govern the functionality. However, the creative process is often an important factor for the success of an implementation. This includes all aspects of a gamified system, including its aesthetics, storyline and narration, and in more technologically advanced systems that are not limited to one medium. An important development in the field is the ability to use both gamification and ludification techniques within an implementation, a process that can create systems that are enjoyable and can dress up the scenario in our attempt to reach a state of “Flow”(In Csikszentmihalyi’s words, flow is “a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it”). Contemporary gamified systems utilize a wide variety of technologies that allow the extension from cross-media to transmedia scenarios. The availability of so many technologies and media platforms that one may use to design a gamified process is phenomenal, extending our capacity to create new gamified realizations that were not possible in the past as they can combine the complete reality–virtuality continuum. 2023-09-05T15:51:37Z 2023-09-05T15:51:37Z 2023 book ONIX_20230905_9781803562612_49 9781803562612 9781803562605 9781803562629 https://directory.doabooks.org/handle/20.500.12854/113248 eng image/jpeg n/a https://www.intechopen.com/books/11552 https://mts.intechopen.com/storage/books/11552/authors_book/authors_book.pdf IntechOpen IntechOpen 10.5772/intechopen.100781 10.5772/intechopen.100781 78a36484-2c0c-47cb-ad67-2b9f5cd4a8f6 9781803562612 9781803562605 9781803562629 IntechOpen 176 open access
spellingShingle education
augmented reality
blockchain
motor imagery
heritage
game design
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing
Gamification
title Gamification
title_full Gamification
title_fullStr Gamification
title_full_unstemmed Gamification
title_short Gamification
title_sort gamification
topic education
augmented reality
blockchain
motor imagery
heritage
game design
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing
topic_facet education
augmented reality
blockchain
motor imagery
heritage
game design
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing
url ONIX_20230905_9781803562612_49