Gamification

%50
80,00 TL
160,00 TL
Stock code
9786059129268
Number of pages
185
The aspect
16,5X24 cm
Isbn
978-605-9129-26-8
Publisher
Abaküs
Author
Ercan Altuğ Yılmaz
Warranty Period
24 Month
Price
160,00 TL
Same day shipping

In this book, you will have the opportunity to accompany the historical journey of the game and think about the place of the game in life and its effects on today's people. By meeting the new generations in the digitalized world, you will learn how they are motivated by gamification about the behaviors they want to do but cannot do. With gamification, you will be a partner in the stories of companies that have achieved their business goals, discovered the power of the game by their customers and employees, and brought it to their processes.

"Gamification is an approach that has just begun to find its deserved place in the global arena. In this respect, it is really a great chance for Turkish readers to have this valuable book."

Kevin Werbach
University of Pennsylvania

"It is very important to move away from such standard approaches by mentioning that gamification is not just about points, badges and leaderboards. Gamification is a subject with psychological depth and this book you are holding in your hands contains all that depth."
Yu-kai Chou
Founder of Octalysis Group

"With the combination of Altuğ's expertise in Educational Technologies and Niels's expertise in Gamification in this book, a complete bedside book has emerged. I thank you on behalf of the entire education sector."

Ahmet Hancer

Enocta CEO

  "I think that the era of classical marketing methods and the need for new methods lie behind the popularization of gamification. I congratulate Altuğ and Niels for this reference book."

Sertan Eratay
Turkcell Digital Channels Director

"With the Internet of Things trend, apart from our computers and phones, our city, car, house, refrigerator, television, air conditioner, heating system, sockets, lamps and even our alarm clock will also become measurable players. So the gamification game is just beginning."
Michael Wu
Chief Scientist at Lithium Technologies

  INGREDIENTS

  1. Game

·          Digitized World and Generations

·          What is Game? Game Thinking, Game Design and Game Theorem

·          What is Game Design and Game Thinking?

·          Game Theorem

2. Gamification

·          Why Gamification?

·          Psychological Foundations of Gamification

·          Intrinsic/External Motivation: Self Determination Theory

·          SAPS Reward Theorem

·          Usage and Examples of Classic Game Elements in History

·          Modern and Digital Gamification Examples

·          Game Flow

·          D6 Gamification Design Model (D6 Gamification Design Framework)

·          Gamification Audience and Player Types

·          The Player's Journey

·          Player Persona Cards

·          Player-Centered Design in Gamification

·          Hook Gamification Model

·          Gamification Toolbox: Dynamics, Mechanics and Components

·          Gamification Firms and Solution Partners

·          The Future of Gamification

3. Game and Gamification in Education

·          Introduction to Education and Training

·          Using Games in Classroom/Face-to-Face Trainings

·          Gamification and Applications in Classroom / Face-to-Face Trainings

4. GAME OVER

·          Concepts

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Gamification

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