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Emerging Research and Trends in Gamification

Emerging Research and Trends in Gamification

Copyright: © 2016 |Pages: 455
ISBN13: 9781466686519|ISBN10: 1466686510|EISBN13: 9781466686526
DOI: 10.4018/978-1-4666-8651-9
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MLA

Gangadharbatla, Harsha, and Donna Z. Davis, editors. Emerging Research and Trends in Gamification. IGI Global, 2016. https://doi.org/10.4018/978-1-4666-8651-9

APA

Gangadharbatla, H. & Davis, D. Z. (Eds.). (2016). Emerging Research and Trends in Gamification. IGI Global. https://doi.org/10.4018/978-1-4666-8651-9

Chicago

Gangadharbatla, Harsha, and Donna Z. Davis, eds. Emerging Research and Trends in Gamification. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-8651-9

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Game design has shifted from the development of games for entertainment to the creation of games with a more meaningful purpose. Game principles and theories can be applied to interactive programs in a variety of fields and professions. Researchers continue to examine the many ways games can be applied to real-world settings.

Emerging Research and Trends in Gamification brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. Including discussions from both industry and academic perspectives, this publication explores the growing research in this interesting and dynamic field, serving as an essential reference source for academicians, professionals, researchers, and upper level students interested in the applications of game-thinking and gaming dynamics across various disciplines including marketing, journalism, education, and human resources.

This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as additional topics including, but not limited to, digital development, game design, human resource processes, market research, online journalism, social change, and video game learning.

Table of Contents

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Front Materials
Title Page
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Copyright Page
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Advances in Multimedia and Interactive Technologies (AMIT) Book Series
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List of Reviewers
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Preface
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Acknowledgment
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Chapters
Chapter 1
Designing Successful Gamification
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Chapter 2
Gamification and Business
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Chapter 3
Gamification of Education  (pages 166-166)
Gamification of Education
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Social Change and Health through Gamification
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Chapter 5
Gamification and Journalism
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Back Materials
Compilation of References
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About the Contributors
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Index
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