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Seite: 179, Zeilen: 15-22
Quelle: Redono et al 2015
Seite(n): 4, Zeilen: 1-6
Gamication 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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