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Titlebook: Gamification; Using Game Elements Stefan Stieglitz,Christoph Lattemann,Tobias Brockm Book 2017 Springer International Publishing Switzerla

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樓主: Jejunum
31#
發(fā)表于 2025-3-26 22:38:21 | 只看該作者
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
32#
發(fā)表于 2025-3-27 02:22:27 | 只看該作者
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
33#
發(fā)表于 2025-3-27 06:19:02 | 只看該作者
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
34#
發(fā)表于 2025-3-27 09:50:18 | 只看該作者
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.
35#
發(fā)表于 2025-3-27 15:14:48 | 只看該作者
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.
36#
發(fā)表于 2025-3-27 19:56:40 | 只看該作者
37#
發(fā)表于 2025-3-28 01:08:50 | 只看該作者
38#
發(fā)表于 2025-3-28 05:51:44 | 只看該作者
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
39#
發(fā)表于 2025-3-28 07:44:41 | 只看該作者
40#
發(fā)表于 2025-3-28 11:37:44 | 只看該作者
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