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GAMIFICATION (ON THE EDGE OF WORK AND ENTERTAIMENT).
- Source :
- Megatrends & Media; 2020, p408-420, 13p
- Publication Year :
- 2020
-
Abstract
- The term of gamification has now gained a reputation with both the public and the academic community. Gamification is aimed at integrating gaming elements into a non-gaming environment. Thus, it is situated, as the name itself may suggest, at the intersection of work and entertainment. It shows a very close relationship to game studies, but it doesn't represent a game directly, especially in terms of visual and narrative character. In practice, gamification makes use of a large number of motivational elements which inspire the user not only to start the required action, but to accomplish it as well. This thesis is aimed at defining the term of gamification itself, presenting information related to the term of gamification, such as its origin and evolution, gamification classification, practical uses of gamification and, last but not least, showing some examples. [ABSTRACT FROM AUTHOR]
- Subjects :
- GAMIFICATION
Subjects
Details
- Language :
- English
- ISSN :
- 24536474
- Database :
- Complementary Index
- Journal :
- Megatrends & Media
- Publication Type :
- Academic Journal
- Accession number :
- 146059197