派博傳思國際中心

標題: Titlebook: Gamification; Using Game Elements Stefan Stieglitz,Christoph Lattemann,Tobias Brockm Book 2017 Springer International Publishing Switzerla [打印本頁]

作者: Jejunum    時間: 2025-3-21 18:32
書目名稱Gamification影響因子(影響力)




書目名稱Gamification影響因子(影響力)學科排名




書目名稱Gamification網(wǎng)絡(luò)公開度




書目名稱Gamification網(wǎng)絡(luò)公開度學科排名




書目名稱Gamification被引頻次




書目名稱Gamification被引頻次學科排名




書目名稱Gamification年度引用




書目名稱Gamification年度引用學科排名




書目名稱Gamification讀者反饋




書目名稱Gamification讀者反饋學科排名





作者: 無底    時間: 2025-3-21 22:33

作者: COW    時間: 2025-3-22 02:27
Process, pattern and scale in biogeographyhe .-. (CCRE) method that guides software producing organisations (SPOs) by involving a crowd of engaged stakeholders in RE. CCRE uses the . tool, a gamified platform for eliciting and refining requirements. In addition to presenting the method and its application in a case study, we define research
作者: 牛馬之尿    時間: 2025-3-22 06:15
2196-8705 offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.978-3-319-83319-4978-3-319-45557-0Series ISSN 2196-8705 Series E-ISSN 2196-8713
作者: BRUNT    時間: 2025-3-22 10:11
Boundaries of Open Innovation and Gamest there are two possibilities: either enriching open innovation tools with game mechanics (.) or adjusting a multiplayer online game to the purpose of ideation (.). This chapter sheds light on these two possibilities and gives practical implications for implementation. The first section of this chap
作者: tooth-decay    時間: 2025-3-22 15:59

作者: tooth-decay    時間: 2025-3-22 17:28

作者: 積習難改    時間: 2025-3-23 01:01

作者: 環(huán)形    時間: 2025-3-23 03:03
978-3-319-83319-4Springer International Publishing Switzerland 2017
作者: 擺動    時間: 2025-3-23 07:50
Gamification978-3-319-45557-0Series ISSN 2196-8705 Series E-ISSN 2196-8713
作者: 籠子    時間: 2025-3-23 13:02

作者: bleach    時間: 2025-3-23 16:18
Completely Monotone Functions: A Digestunds are influenced by gamification in different ways. This suggests that cultural influence can also impact the way gamification is best implemented within a particular context. This chapter starts by discussing how behaviour can be influenced by gamification. It then considers how culture in its d
作者: 即席演說    時間: 2025-3-23 20:45
Analytic Philosophy and Phenomenologyadapt gamification designs. Even though experts agree on the importance of these activities, concrete processes and software tools have not been investigated yet. This chapter advocates and introduces gamification analytics related activities based on the findings of a study with gamification expert
作者: EVADE    時間: 2025-3-24 02:13

作者: 消瘦    時間: 2025-3-24 03:10

作者: 配置    時間: 2025-3-24 07:46
Chromatographic Analyses of Fuels,icated social media platforms for the development and refinement of ideas. Organisations who want to profit from the use of these platforms face the following two significant and interconnected challenges: First, organisations have to motivate (groups of) individuals to participate, and they must pl
作者: Pelvic-Floor    時間: 2025-3-24 11:02

作者: Irascible    時間: 2025-3-24 17:27

作者: conquer    時間: 2025-3-24 22:53
Process, pattern and scale in biogeographyrrent state of the practice reveals that only a few stakeholders are involved—mostly key clients and lead designers—while active stakeholders are not highly engaged. This lowers the chances of obtaining a system that fully fulfils the stakeholders’ wishes. Gamification is an opportunity to increase
作者: 侵略者    時間: 2025-3-25 00:58
Christian Mayer,Thomas G. M. Schalkhammerhetorical resources used to enhance the reading experience and achieve convergence with the original literary world. We distinguish between attempts to focus attention on the material world, to create empathy with characters through perception, choice and emotions and, last but not least, to shape t
作者: Parley    時間: 2025-3-25 06:09

作者: Interregnum    時間: 2025-3-25 08:10

作者: Tinea-Capitis    時間: 2025-3-25 13:43
Introduction to Gamification: Foundation and Underlying Theoriesok. It distinguishes gamification from other research areas, such as gameful design and serious games. It then goes on to introduce common game mechanics, achievement systems, game dynamics and aesthetics. The second part of the article focusses on underlying theories. It examines the influence of m
作者: foppish    時間: 2025-3-25 19:16
Gamification and Behaviourunds are influenced by gamification in different ways. This suggests that cultural influence can also impact the way gamification is best implemented within a particular context. This chapter starts by discussing how behaviour can be influenced by gamification. It then considers how culture in its d
作者: 琺瑯    時間: 2025-3-25 21:48
Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designsadapt gamification designs. Even though experts agree on the importance of these activities, concrete processes and software tools have not been investigated yet. This chapter advocates and introduces gamification analytics related activities based on the findings of a study with gamification expert
作者: Chivalrous    時間: 2025-3-26 03:19

作者: 傳授知識    時間: 2025-3-26 06:32

作者: Abominate    時間: 2025-3-26 11:46
Boundaries of Open Innovation and Gamesicated social media platforms for the development and refinement of ideas. Organisations who want to profit from the use of these platforms face the following two significant and interconnected challenges: First, organisations have to motivate (groups of) individuals to participate, and they must pl
作者: endoscopy    時間: 2025-3-26 13:58

作者: Extort    時間: 2025-3-26 20:52
A Serious Game as a Market Research Method for Purchase Decision Processeschapter is designed as a qualitative market research method, thereby showing a comparatively new field of application for games. It can be used in place of classical qualitative methods, such as focus groups or interviews. It reduces the weaknesses of such techniques, whilst simultaneously using the
作者: 競選運動    時間: 2025-3-26 22:38
Engaging the Crowd of Stakeholders in Requirements Engineering via Gamificationrrent state of the practice reveals that only a few stakeholders are involved—mostly key clients and lead designers—while active stakeholders are not highly engaged. This lowers the chances of obtaining a system that fully fulfils the stakeholders’ wishes. Gamification is an opportunity to increase
作者: NIP    時間: 2025-3-27 02:22
Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worldshetorical resources used to enhance the reading experience and achieve convergence with the original literary world. We distinguish between attempts to focus attention on the material world, to create empathy with characters through perception, choice and emotions and, last but not least, to shape t
作者: HALO    時間: 2025-3-27 06:19
Gamification of Teaching in Higher Educationhe outcome with the help of game mechanics has already been applied in the field of education. With our approach of gamification of university teaching, we seek to improve the learning efficiency, motivation, fun and participation by constructing .. We implemented . in a master’s level course, condu
作者: APNEA    時間: 2025-3-27 09:50
Analytic Philosophy and Phenomenologyresented analytical activities. This chapter helps practitioners to implement a data-driven monitoring and adaptation process within gamification projects and supports them in corresponding technology-decisions. The conclusion provides researchers with a basis for further research in the gamification analytics domain.
作者: 征兵    時間: 2025-3-27 15:14
https://doi.org/10.1007/978-94-6209-890-9l information search process. During this procedure, they reveal valuable insights into their needs. These insights could help organisations to influence their customers at the relevant touch points during the decision process.
作者: 真實的你    時間: 2025-3-27 19:56

作者: ABIDE    時間: 2025-3-28 01:08

作者: Popcorn    時間: 2025-3-28 05:51
2196-8705 us domains.Guides reader towards the successful implementatiThis compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highl
作者: 良心    時間: 2025-3-28 07:44

作者: EXALT    時間: 2025-3-28 11:37

作者: 流行    時間: 2025-3-28 14:53
Introduction to Gamification: Foundation and Underlying Theoriesics, achievement systems, game dynamics and aesthetics. The second part of the article focusses on underlying theories. It examines the influence of motivation theory, achievement goal theory and flow theory on gamification. The article also describes different player archetypes.
作者: 大罵    時間: 2025-3-28 19:23

作者: Atheroma    時間: 2025-3-29 02:46

作者: Carbon-Monoxide    時間: 2025-3-29 03:25
Book 2017 teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
作者: 狂亂    時間: 2025-3-29 09:11

作者: Hdl348    時間: 2025-3-29 12:47
Obstacles and Challenges in the Use of Gamification for Virtual Idea Communitiesges in the use of gamification have to be considered, but these have often been neglected in practice. Therefore, the goal of this chapter is to address this topic and to describe major obstacles and challenges in the use of gamification in VICs.
作者: 陶器    時間: 2025-3-29 18:49
Completely Monotone Functions: A Digestifferent manifestations influences behaviour. The chapter then discusses motivation and its role in gamification. Finally, the key issue of the behavioural change capabilities of gamification combined with an understanding of behavioural change methods, the individual and the cultural and social context are discussed.
作者: abstemious    時間: 2025-3-29 21:33

作者: adumbrate    時間: 2025-3-30 02:44
How the Self Could Be a Construct,cted it twice over two years and conducted several evaluations to validate our hypothesis. We found that . improves major fields of university teaching such as motivation, fun, participation and learning efficiency. However, . increases the workload for both students and teaching staff.




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