https://en.wikipedia.org/wiki/Gamification
Gamification is the application of game-design elements and game principles in non-game contexts.[1][2] Gamification commonly employs game design elements[1][3][4][5] which are used in non-game contexts[1][3][6] to improve user engagement,[7][8][9] organizational productivity,[10]flow,[11][12]learning,[13][14] crowdsourcing,[15] employee recruitment and evaluation, ease of use, usefulness of systems,[12][16][17]physical exercise,[18] traffic violations,[19] voter apathy,[20] and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals.[4] However, individual and contextual differences exist.[21] Gamification can also improve an individual's ability to comprehend digital content and understand a certain area of study such as music.[22]
Links
https://en.wikipedia.org/wiki/Category:Gamification
Subcategories
``A
``C
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Pages
Learning with fluidity (and play)
` Gamification
`B
` Brainly
Bunchball
`C
` Cow Clicker
Crowdrise
`D
` Digital Intelligence Quotient (DQ)
Kris Duggan
`E
` Exergaming
`F
` FameLeague
Fitocracy
Foldit
Fooya
`G
` Gamification of learning
`O
` Octalysis
`P
` PhysicsOverflow
Playlyfe
`R
` Recyclebank
`S
` Sales acceleration
Stack Overflow
`T
` Todoist
`W
` University of Waterloo Stratford Campus
Kevin Werbach
`Z
` Gabe Zichermann
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Categories:
Application software
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