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Gamification Literacy: Emerging Needs for Identifying Bad Gamification

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Book cover Multimedia and Ubiquitous Engineering

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 240))

Abstract

Gamification is a collection of game-design-origin know-how that facilitates service engagement. It is used in a wide range of applications, marketing, enterprise management, and education. The positive side of gamification provides useful tools for improving engagement. At the same time, there are negative sides of gamification when it is used excessively or maliciously. The author proposes the concept of gamification literacy.

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Reference

  1. McGonigal J (2011) Reality is broken: why games make us better and how they can change the world. The Penguin Group, New York

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Correspondence to Toshihiko Yamakami .

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© 2013 Springer Science+Business Media Dordrecht(Outside the USA)

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Yamakami, T. (2013). Gamification Literacy: Emerging Needs for Identifying Bad Gamification. In: Park, J., Ng, JY., Jeong, HY., Waluyo, B. (eds) Multimedia and Ubiquitous Engineering. Lecture Notes in Electrical Engineering, vol 240. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-6738-6_49

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  • DOI: https://doi.org/10.1007/978-94-007-6738-6_49

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  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-94-007-6737-9

  • Online ISBN: 978-94-007-6738-6

  • eBook Packages: EngineeringEngineering (R0)

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