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E-grāmata: Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education

  • Formāts: 334 pages
  • Izdošanas datums: 11-Aug-2015
  • Izdevniecība: Routledge
  • Valoda: eng
  • ISBN-13: 9781317931423
  • Formāts - EPUB+DRM
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  • Formāts: 334 pages
  • Izdošanas datums: 11-Aug-2015
  • Izdevniecība: Routledge
  • Valoda: eng
  • ISBN-13: 9781317931423

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Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships.

Designing Gamified Systems includes:











Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design





Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined





Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them





A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
Acknowledgments ix
Introduction xi
PART I THE FOUNDATION
1(132)
1 Introducing Gamified Systems
3(24)
Is this a game?
3(4)
Towards a gamified world
7(1)
Why make it voluntary?
8(1)
Gamified systems: What are they?
9(4)
GS design in history
13(14)
Exercises, recommended readings and resources
19(1)
Insider insight: Nicole Lazzaro leads the way
20(3)
Insider Insight: Patrick Jagoda on the value of gamified systems
23(4)
2 Building The Spectrum
27(32)
Games vs. gamified systems
27(1)
The old rules of play
28(2)
Defining a gamified system spectrum
30(5)
Characterizing gamified systems
35(24)
Exercises and recommended readings
52(1)
Insider insight: Ken Eklund is redefining how games change our world
53(6)
3 Positive Performance
59(38)
A flourishing life
59(1)
Positive emotions
60(8)
The building blocks of engagement
68(13)
Is this meaningful?
81(2)
Greater complexity leads to a greater sense of achievement
83(1)
What about motivation?
84(13)
Exercises and recommended readings
91(1)
Insider insight: Scott Eberle studies play
92(5)
4 Fun is Learning
97(36)
Hard fun
98(3)
Brain gain
101(3)
Categories of knowledge and domains of learning
104(3)
How we think
107(5)
How games teach
112(1)
Getting to the zone
113(20)
Exercises and recommended readings
121(1)
Insider insight: Katie Salen created a game-like school
122(11)
PART II THE TOOLBOX
133(100)
5 What Is Gamified System Design?
135(30)
The convergence of game and interaction design
136(1)
Requisite skills of a GS designer
137(4)
Laying the groundwork
141(7)
Iterative design
148(4)
Agile development
152(13)
Exercises and recommended readings
159(3)
Insider insight: A business perspective from Bunchball founder Rajat Paharia
162(3)
6 Applying Game Concepts
165(38)
The MDA framework
165(5)
Creating a journey
170(3)
Rewards and motivations
173(7)
Applying lessons from game genres
180(14)
Putting it all together
194(9)
Exercises and recommended readings
197(2)
Insider insight: Design lessons from 2K's Josh Atkins
199(4)
7 Visualizing Interaction And Information
203(30)
Goal-driven design
204(1)
Context is everything
205(5)
Designing GS interfaces and interactivity
210(7)
Interfaces that work behind the scenes
217(6)
Rich usability
223(10)
Exercises and recommended readings
225(3)
Insider insight: Sebastian Deterding on meaningful play and the convergence of user experience and game design
228(5)
PART III IN THE FIELD
233(68)
8 Designing Gamified Systems For Education
235(36)
In the classroom
237(8)
Insider insight: Meet Shawn Young, the teacher who created classcraft
243(2)
GS design for professional learning
245(3)
Insider insight: Meet Code School's designer Justin Mezzell
246(2)
Gamified systems and the military
248(3)
The consumer marketplace
251(5)
Insider insight: Meet School of Dragons' quest designer Brian Yoon
254(2)
Cultural and civic engagement
256(15)
Insider insight: Meet the subject matter expert, historian Dr Robert Batchelor
262(2)
Exercises and recommended readings
264(2)
Insider insight: Lucien Vatell is building an education ecosystem
266(5)
9 Gamified System Design For Marketing And Entertainment
271(30)
The marketing mix
271(2)
Brand building
273(4)
Driven by strategy
277(5)
Insider insight: CP+B's Harold Jones on gamifying Domino's Pizza
279(3)
Building revenue and driving product sales
282(3)
The role of big data
285(1)
GS design for customer relationship management
286(1)
Gamifying entertainment
287(14)
Insider insight: Robert Nashak talks about Hollywood's game-changing landscape
289(5)
Exercises and recommended readings
294(1)
Insider insight: Eric Asche keeps the truth in front of teens
295(6)
Conclusion 301(2)
Appendix: Principles of GS design 303(4)
Index 307
Sari Gilbert is a professor in the Interactive and Game Design department at the Savannah College of Art and Design, where she teaches courses and workshops introducing students and professionals to the practice of gamified system design. Gilberts twenty years of experience in interactive entertainment include designing and producing the top-selling JumpStart titles and serving as a Senior Producer at Disney Online. She has founded three companies devoted to innovation in the field of interactive entertainment.