Actionable gamification : beyond points, badges, and leaderboards / Yu-kai Chou.
Material type:![Text](/opac-tmpl/lib/famfamfam/BK.png)
- text
- still image
- computer
- online resource
- 183921077X
- 9781839210778
- Computer games
- Computer games -- Design
- Social psychology
- Internet games -- Psychological aspects
- Simulation games
- Gamification
- Design -- Human factors
- Human engineering
- Motivation (Psychology)
- Design -- Psychological aspects
- Design -- Social aspects
- Design -- Philosophy
- User-centered system design
- Electronic games -- Design
- Jeux d'ordinateur -- Conception
- Psychologie sociale
- Jeux sur Internet -- Aspect psychologique
- Jeux de simulation
- Ludification
- Design -- Facteurs humains
- Ergonomie
- Motivation (Psychologie)
- Design -- Aspect psychologique
- Design -- Aspect social
- Design -- Philosophie
- Conception participative (Conception de systèmes)
- social psychology
- ergonomics
- COMPUTERS -- Programming -- Games
- COMPUTERS -- General
- COMPUTERS -- Programming -- General
- Computer games
- Computer games -- Design
- Design -- Human factors
- Design -- Philosophy
- Design -- Psychological aspects
- Design -- Social aspects
- Gamification
- Human engineering
- Motivation (Psychology)
- Simulation games
- Social psychology
- User-centered system design
- 005.3 23
- HD58.7
Item type | Home library | Collection | Call number | Materials specified | Status | Date due | Barcode | |
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OPJGU Sonepat- Campus | E-Books EBSCO | Available |
Explains gamification, especially the Octalysis framework, as taking the elements of games that make people want to return and continue playing those games, and applying those elements to other activities, thus increasing productivity and quality in the workplace while improving the workers' experience and increasing customer satisfaction and loyalty.
Includes bibliographical references.
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - Worldwide
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