Rethinking Gamification
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal…
Medverkande
- Fuchs, Mathias
- Fizek, Sonia
- Ruffino, Paolo
- Schrape, Niklas
Utgivare
- meson press
Ämne
Typ av objekt
- Sammelwerk
Medverkande
- Fuchs, Mathias
- Fizek, Sonia
- Ruffino, Paolo
- Schrape, Niklas
Utgivare
- meson press
Ämne
Typ av objekt
- Sammelwerk
Tillhandahållande institution
Aggregator
Rättighetsmärkning för media i detta objekt (om inte annat anges)
- http://creativecommons.org/licenses/by-sa/4.0/
Rättigheter
- GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln
Skapelsedatum
- 2015
- 2015
Platser
- Deutschland, Lüneburg
Proveniens
- Status: Veröffentlichungsversion; begutachtet (peer reviewed)
Identifierare
- oai:gesis.izsoz.de:document/45369
- 978-3-95796-001-6
- http://www.ssoar.info/ssoar/handle/document/45369
- https://doi.org/10.14619/001
- http://www.ssoar.info/ssoar/bitstream/handle/document/45369/ssoar-2015-Fuchs_Fizek_etal-rethinking_gamification.pdf?sequence=3
- http://www.deutsche-digitale-bibliothek.de/item/GG3ZR7DCX5YRWEMZYQHI6JFSQ3JUD4TN
Utsträckning
- Seite(n): 344
Format
- application/pdf
Språk
- eng
- eng
År
- 2015
Tillhandahållande land
- Germany
Samlingens namn
Första gången publicerad på Europeana
- 2022-01-17T10:02:31.686Z
Sista uppdateringen från tillhandahållande institution
- 2022-01-17T10:02:31.686Z