Designing gamified systems meaningful play in interactive entertainment, marketing and education
Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems - from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thi...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Burlington, Mass. :
Focal Press
2016.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629715106719 |
Tabla de Contenidos:
- Cover; Title; Copyright; Contents; Acknowledgments; Introduction; PART I THE FOUNDATION; 1 INTRODUCING GAMIFIED SYSTEMS; Is this a game?; Towards a gamified world; Why make it voluntary?; Gamified systems: What are they?; GS design in history; Exercises, recommended readings and resources; Insider insight: Nicole Lazzaro leads the way; Insider Insight: Patrick Jagoda on the value of gamified systems; 2 BUILDING THE SPECTRUM; Games vs. gamified systems; The old rules of play; Defining a gamified system spectrum; Characterizing gamified systems; Exercises and recommended readings
- Insider insight: Ken Eklund is redefining how games change our world3 POSITIVE PERFORMANCE; A flourishing life; Positive emotions; The building blocks of engagement; Is this meaningful?; Greater complexity leads to a greater sense of achievement; What about motivation?; Exercises and recommended readings; Insider insight: Scott Eberle studies play; 4 FUN IS LEARNING; Hard fun; Brain gain; Categories of knowledge and domains of learning; How we think; How games teach; Getting to the zone; Exercises and recommended readings; Insider insight: Katie Salen created a game-like school
- PART II THE TOOLBOX5 WHAT IS GAMIFIED SYSTEM DESIGN?; The convergence of game and interaction design; Requisite skills of a GS designer; Laying the groundwork; Iterative design; Agile development; Exercises and recommended readings; Insider insight: A business perspective from Bunchball founder Rajat Paharia; 6 APPLYING GAME CONCEPTS; The MDA framework; Creating a journey; Rewards and motivations; Applying lessons from game genres; Putting it all together; Exercises and recommended readings; Insider insight: Design lessons from 2K's Josh Atkins; 7 VISUALIZING INTERACTION AND INFORMATION
- Goal-driven designContext is everything; Designing GS interfaces and interactivity; Interfaces that work behind the scenes; Rich usability; Exercises and recommended readings; Insider insight: Sebastian Deterding on meaningful play and the convergence of user experience and game design; PART III IN THE FIELD; 8 DESIGNING GAMIFIED SYSTEMS FOR EDUCATION; In the classroom; Insider insight: Meet Shawn Young, the teacher who created Classcraft; GS design for professional learning; Insider insight: Meet Code School's designer Justin Mezzell; Gamified systems and the military
- The consumer marketplaceInsider insight: Meet School of Dragons' quest designer Brian Yoon; Cultural and civic engagement; Insider insight: Meet the subject matter expert, historian Dr Robert Batchelor; Exercises and recommended readings; Insider insight: Lucien Vatell is building an education ecosystem; 9 GAMIFIED SYSTEM DESIGN FOR MARKETING AND ENTERTAINMENT; The marketing mix; Brand building; Driven by strategy; Insider insight: CP+B's Harold Jones on gamifying Domino's Pizza; Building revenue and driving product sales; The role of big data; GS design for customer relationship management
- Gamifying entertainment