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ISBN 10: 1799880907 ISBN 13: 9781799880905
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Published by Engineering Science Reference, 2021
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Published by Engineering Science Reference, 2021
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Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
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Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
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Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
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Condition: As New. Unread book in perfect condition.
Language: English
Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
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Published by Engineering Science Reference, 2021
ISBN 10: 1799880907 ISBN 13: 9781799880905
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Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
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PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Language: English
Published by Engineering Science Reference, 2021
ISBN 10: 1799880907 ISBN 13: 9781799880905
Seller: moluna, Greven, Germany
Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. The book also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gam.
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Add to basketHRD. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Seller: PBShop.store US, Wood Dale, IL, U.S.A.
HRD. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Language: English
Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
Seller: moluna, Greven, Germany
Gebunden. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Synthesizes the trends, best practices, methodologies, languages, and tools that are used to implement gamification. The book also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamific.
Language: English
Published by Engineering Science Reference, 2021
ISBN 10: 1799880907 ISBN 13: 9781799880905
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 'The main goal of this book is to show how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their day-a-day work to promote the cross-fertilization of gaming information and knowledge across professional and geographical boundaries, catalyzing the users engaging in several areas like education, healthcare, industry, among others'.
Language: English
Published by Engineering Science Reference, 2021
ISBN 10: 1799880893 ISBN 13: 9781799880899
Seller: AHA-BUCH GmbH, Einbeck, Germany
Buch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.