LEADER 00000cam a2200841Ii 4500 001 875903403 003 OCoLC 005 20240129213017.0 006 m o d 007 cr cnu---unuuu 008 140407s2014 caua ob 001 0 eng d 019 877823337|a966386192|a1005806859|a1026442624|a1048159174 |a1065945272|a1066614392|a1069736412|a1086567377 |a1110999212|a1112565729|a1113374551|a1129353766 |a1153024201|a1203996140 020 9781430264224|q(electronic bk.) 020 1430264225|q(electronic bk.) 024 7 10.1007/978-1-4302-6422-4|2doi 029 1 AU@|b000053310492 029 1 AU@|b000062434432 029 1 DEBBG|bBV041816703 029 1 DEBBG|bBV042032196 029 1 DEBSZ|b414176634 029 1 GBVCP|b882729012 029 1 NZ1|b15584782 029 1 AU@|b000067097137 035 (OCoLC)875903403|z(OCoLC)877823337|z(OCoLC)966386192 |z(OCoLC)1005806859|z(OCoLC)1026442624|z(OCoLC)1048159174 |z(OCoLC)1065945272|z(OCoLC)1066614392|z(OCoLC)1069736412 |z(OCoLC)1086567377|z(OCoLC)1110999212|z(OCoLC)1112565729 |z(OCoLC)1113374551|z(OCoLC)1129353766|z(OCoLC)1153024201 |z(OCoLC)1203996140 037 CL0500000415|bSafari Books Online 040 GW5XE|beng|erda|epn|cGW5XE|dUMI|dCOO|dYDXCP|dE7B|dB24X7 |dEBLCP|dOCLCQ|dDEBBG|dDEBSZ|dOCLCQ|dWAU|dOCLCQ|dZ5A|dLIV |dESU|dVT2|dIOG|dN$T|dREB|dVLB|dOCLCF|dCEF|dH9Z|dINT|dU3W |dAU@|dOCLCQ|dWYU|dYOU|dOCLCQ|dUAB|dUKAHL|dOCLCQ|dDCT|dERF |dOCLCQ|dBRF|dADU|dOCLCO|dOCLCQ|dOCLCO 049 INap 082 04 005.1 082 04 005.1|223 099 eBook O'Reilly for Public Libraries 100 1 Lewis, Chris,|eauthor. 245 10 Irresistible apps :|bmotivational design patterns for apps, games, and web-based communities /|cChris Lewis. |h[O'Reilly electronic resource] 264 1 [Berkeley] :|bApress,|c[2014] 264 2 New York, NY :|bDistributed to the Book trade worldwide by Springer 264 4 |c©2014 300 1 online resource :|billustrations 336 text|btxt|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 347 text file|bPDF|2rda 504 Includes bibliographical references and index. 505 0 At a Glance; Chapter 1: Introduction to Motivational Design; Motivational Design; The Irresistible Smartphone; The Zero-Sum Game; Motivational Design Patterns; How to Read This Book; Chapter 4: Gameful Patterns; Chapter 5: Social Patterns; Chapter 6: Interface Patterns; Chapter 7: Information Patterns; Chapter 9: Temporal Dark Patterns; Chapter 10: Monetary Dark Patterns; Chapter 11: Social Capital Dark Patterns; Conclusion; Chapter 2: Psychology of Motivation; Cargo Cult Design; Behavioral Psychology; Intrinsic Motivation Theories; The Importance of Learning: Malone. 505 8 Autonomy, Competence, and Relatedness: Deci and RyanSelf- Determination Theory; Cognitive Evaluation Theory; A Multifaceted View: Reiss; Behavioral Economics; Conclusion; Chapter 3: Understanding Design Patterns; Pattern Languages; Using Motivational User Stories to Discover Patterns; Motivational User Stories; Motivational Design Pattern Definition; How Users Perceive a Motivational Design Pattern; Pattern Discovery; Prototype Theory; On the Correctness of Patterns, or Lack Thereof; Pattern Description and Organization; Pattern Template; Shorthand Notations; Organization of Patterns. 505 8 Motivational Design PatternsMotivational Dark Patterns; Conclusion; Chapter 4: Gameful Patterns; When to Use; Pattern: Collection; How It's Used; What to Watch for; Specialization of Collection: Badge; How It's Used; What to Watch for; Pattern: Growth; How It's Used; Pattern: Increased Responsibility; How It's Used; Pattern: Leaderboard; How It's Used; What to Watch for; Pattern: Score; How It's Used; What to Watch for; Conclusion; Chapter 5: Social Patterns; When to Use; Pattern: Activity Stream; How It's Used; Pattern: Broadcast; How It's Used; What to Watch For. 505 8 Specialization of Broadcast: Social FeedbackHow It's Used; What to Watch For; Pattern: Contact List; How It's Used; What to Watch For; Pattern: Identifiable Community; How It's Used; What to Watch For; Specialization of Identifiable Community: Meta-Area; How It's Used; What to Watch For; Pattern: Identity Shaping; How It's Used; What to Watch For; Pattern: Item Sharing; How It's Used; Conclusion; Chapter 6: Interface Patterns; When to Use; Pattern: Notifications; How It's Used; What to Watch For; Pattern: Praise; How It's Used; What to Watch For; Pattern : Predictable Results; How It's Used. 505 8 What to Watch ForPattern: State Preservation; How It's Used; What to Watch For; Pattern: Undo; How It's Used; Conclusion; Chapter 7: Information Patterns; When to Use; Pattern: Customization; How It's Used; What to Watch For; Specialization of Customization: Filters; How It's Used; What to Watch For; Pattern: Intriguing Branch; How It's Used; Pattern: Organization of Information; How It's Used; Pattern: Personalization; How It's Used; What to Watch For; Pattern: Reporting; How It's Used; Pattern: Search; How It's Used; What to Watch For; Pattern: Task Queue; How It's Used; What to Watch For. 520 When you create an app, a website, or a game, how do you get users, and perhaps more importantly, how do you keep them? Irresistible Apps explains exactly how to do this using a library of 27 motivational design patterns and real-world examples of how they work. As a developers, you need to retain users in the new economy of advertisements, subscriptions, and in-app purchases, but you may be difficult to understand exactly how to do this. For example, what is so appealing about Angry Birds? Why do people get addicted to games like World of Warcraft? What makes Amazon users keep buying from Amazon? Why do so many people love Khan Academy? Why do people care about Reddit karma? The answers are found in Gameful patterns, Social patterns, Interface patterns, and Information patterns. Not only will you learn about these patterns, you'll also learn why they work using psychological theories of intrinsic motivation, behavioral psychology, and behavioral economics. Using this knowledge, good and bad implementations of the patterns are shown so practitioners can use the patterns effectively and avoid pitfalls along the way. 588 0 Online resource; title from PDF title page (EBSCO, viewed November 30, 2017). 590 O'Reilly|bO'Reilly Online Learning: Academic/Public Library Edition 650 0 Application software|xDevelopment. 650 0 Software patterns. 650 0 Web-based user interfaces|xDesign. 650 0 Viral marketing. 650 6 Logiciels d'application|xDéveloppement. 650 6 Logiciels|xModèles de conception. 650 6 Marketing viral. 650 7 Application software|xDevelopment|2fast 650 7 Software patterns|2fast 650 7 Viral marketing|2fast 773 0 |tSpringer eBooks 776 08 |iPrint version:|aLewis, Chris.|tIrresistible apps : motivational design patterns for apps, games, and web- based communities.|d[Berkeley, California] : Apress, ©2014 |hxix, 183 pages|z9781430264217 856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https:// learning.oreilly.com/library/view/~/9781430264217/?ar |zAvailable on O'Reilly for Public Libraries 938 Askews and Holts Library Services|bASKH|nAH29483080 938 Books 24x7|bB247|nbks00064336 938 EBL - Ebook Library|bEBLB|nEBL1694215 938 ebrary|bEBRY|nebr10851563 938 EBSCOhost|bEBSC|n1173908 938 YBP Library Services|bYANK|n11729244 994 92|bJFN