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Autor | Francesc Valls, Ernest Redondo, David Fonseca |
Titel | E-Learning and Serious Games. |
Sammlung | Learning and Collaboration Technologies. LCT 2015. Lecture Notes in Computer Science |
Herausgeber | P. Zaphiris , A. Ioannou |
Jahr | 2015 |
DOI | 10.1007/978-3-319-20609-7_59 |
URL | https://link.springer.com/chapter/10.1007/978-3-319-20609-7_59 |
Fragmente | 1 |
Fragmente der Quelle:
[1.] Analyse:Ath/Fragment 179 15 - Diskussion Zuletzt bearbeitet: 2021-08-03 09:25:05 Johnqw | Ath, Fragment, SMWFragment, Schutzlevel, Unfertig, Valls et al. 2015, Verschleierung |
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Untersuchte Arbeit: Seite: 179, Zeilen: 15-22 |
Quelle: Valls et al. 2015 Seite(n): 4, Zeilen: 1-6 |
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Gamification is the use of game mechanics in non-game situations (Deterding et al., 2011). By taking cues from games, usually their reward systems, gamified products and services aim to place the player in a positive reinforcement loop, making an experience enjoyable. Through the usage of competitive aspects of playing, either against a personal best or in comparison to other `players', gamification aims at reducing abandonment rates and influencing behaviour.
Deterding, S., Dixon, D., Khaled, R.and Nacke, L., 2011. From game design elements to gamefulness [Online]. Proceedings of the 15th international academic mindtrek conference on envisioning future media environments - mindtrek '11. New York, New York, USA: ACM Press, p.9. Available from: https://doi.org/10.1145/2181037.2181040 |
Gamification is the use of game mechanics in non-game situations [3], taking advantage of some aspects of gaming that make them engaging, generally using a reward system to place the player in a positive reinforcement loop. Gamification can be used to promote a desire to improve using the competitive aspects of playing, and to make an experience more enjoyable and as a consequence reducing abandonment rates. |
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