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Literature Review: Gamification problem for Entertainment
This “Ten Problems for Entertainment in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.
Without further ado, these are the ten problems that we are going to introduce in this booklet:
- ar/vr apps,
Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.
The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.
THE PROBLEM — Gamification is applied to stimulate specific desired behaviors or usage patterns amongst a target population. It is becoming a strategic tool for governments, organizations and industries to prosper in a modern and dynamic environment. Its popularity conforms to the postmodern society phenomena that rationality is losing importance, while the appeal to emotion becomes more critical.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — One way to increase citizen participation is through the introduction of gamification elements into the digital government services. The public library of the future should employ citizen science projects that are fun, accessible, malleable, and participatory. Gamification helps to recruit competent and talented personnel, and helps them to explore the environment through induction training. Social robots have the potential to enhance our everyday lives and are becoming prevalent in our society. Hackathons are sites of collaborative and, often, competitive rapid-prototyping pursued toward the goal of solving technical and, increasingly, socio-technical problems or challenges. Thanks to the possibility of employing gamification, eHealth interventions might better motivate people to follow preventive and lifestyle modification programs over a long time. The online community is what makes gamification concept exciting in brand management through purpose dimensions. The majority of the users receive positive customer experience when taking part in the digital gamified system. The application of gamification to websites, in comparison with no-gamification websites, could enhance the communication efficiency. Many location-based games made in-game changes due to COVID-19 and the social media reactions showed overwhelming appreciation towards these changes.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …