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Understanding Gamification

Understanding Gamification

Paperback

Games & Activities GeneralGeneral ReferenceGeneral Education

ISBN10: 0838959539
ISBN13: 9780838959534
Publisher: Amer Lib Assn
Published: Feb 18 2015
Pages: 38
Weight: 0.25
Height: 0.08 Width: 8.50 Depth: 11.00
Language: English
Library Technology Reports v.51 no.2 Gamification, which refers to applying gaming elements to a real-world activity, is not necessarily a new idea. But (1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media have made it possible for gamification to be implemented in an unprecedentedly seamless, ubiquitous, and social manner, thereby transforming it into a portable activity interwoven with reality. This report explains the concept of gamification and how it differs from related concepts such as games, playful design, and toys; distinguishes game mechanics, dynamics, and aesthetics from one another; describes a number of gamification examples and projects in businesses, education from K-12 to higher education, and public and academic libraries; and discusses what they do, how they work, and how successful they are. This report also addresses a number of issues and variables that need to be taken into consideration when designing successful gamification for educational purposes, including the undermining effect of gamification's external rewards on intrinsic motivation.

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