LEADER 00000cam 22004094i 4500 001 sky278762001 003 SKY 005 20171204121631.0 008 150713s2015 xxua b 000 0 eng 020 9781511744041|q(paperback) 020 1511744049|q(paperback) 040 AU@|beng|erda|erda|cAU@|dOCLCO|dOCLCF|dXMC|dOCLCO|dXMC |dOCLCO|dOMB|dVFL|dSKYRV|dUtOrBLW 082 04 005.3|223 092 005.3|bCHO 2017 100 1 Chou, Yu-Kai,|d1986-|eauthor. 245 10 Actionable gamification :|bbeyond points, badges, and leaderboards /|cYu-kai Chou 250 [Revised] 264 1 [United States]|b[Octalysis Group],|c[2017] 300 499 pages :|billustrations ;|c23 cm 336 text|btxt|2rdacontent 337 unmediated|bn|2rdamedia 338 volume|bnc|2rdacarrier 504 Includes bibliographical references 520 Explains gamification, especially the Octalysis framework, as taking the elements of games that make people want to return and continue playing those games, and applying those elements to other activities, thus increasing productivity and quality in the workplace while improving the workers' experience and increasing customer satisfaction and loyalty 650 0 Gamification. 650 0 Design|xHuman factors. 650 0 Human engineering. 650 0 Motivation (Psychology) 650 0 Design|xPsychological aspects. 650 0 Design|xSocial aspects. 650 0 Design|xPhilosophy. 650 0 User-centered system design. 650 0 Video games|xDesign.
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