Gamification

Using Gaming Technology For Achieving Goals

Kids, Technology, Computers
Cover of the book Gamification by Therese M. Shea, The Rosen Publishing Group, Inc
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Author: Therese M. Shea ISBN: 9781448895199
Publisher: The Rosen Publishing Group, Inc Publication: July 15, 2013
Imprint: Rosen Central Language: English
Author: Therese M. Shea
ISBN: 9781448895199
Publisher: The Rosen Publishing Group, Inc
Publication: July 15, 2013
Imprint: Rosen Central
Language: English

The concept of gamification turns healthy behaviors, such as losing weight or helping the environment, into a game that rewards success. This new and exciting niche in the game industry provides limitless opportunities for young people who are interested in the cutting edge of computers and technology, and how it interacts with daily life. This book does an excellent job of explaining exactly what gamification is by showing how technologies such as smartphones and apps are upending the way games are conceived and played. The reader is then introduced to specific examples of gamification concepts in the areas of environmentalism, education, health, and social causes. These include games that incentivize such behaviors exercising, recycling, and volunteering in the community. The examples illustrate the potential of this new concept in computer technology, sparking an interest in future computer scientists to jump into the field.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

The concept of gamification turns healthy behaviors, such as losing weight or helping the environment, into a game that rewards success. This new and exciting niche in the game industry provides limitless opportunities for young people who are interested in the cutting edge of computers and technology, and how it interacts with daily life. This book does an excellent job of explaining exactly what gamification is by showing how technologies such as smartphones and apps are upending the way games are conceived and played. The reader is then introduced to specific examples of gamification concepts in the areas of environmentalism, education, health, and social causes. These include games that incentivize such behaviors exercising, recycling, and volunteering in the community. The examples illustrate the potential of this new concept in computer technology, sparking an interest in future computer scientists to jump into the field.

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