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Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Techniques Gamification techniques are intended to leverage pe ...
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Gamification Of Learning
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation. There are two forms of gamification: structural, which means no changes to subject matter, and the altered content method that adds subject matter. Games applied in learning can be considered serious games, or games where the learning experience is centered around serious stories. A serious story needs to be both "impressive in quality" and "part of a thoughtful pro ...
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Achievement (video Gaming)
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, advancement, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement. Purpose and motivation Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the in ...
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Foursquare City Guide
Foursquare City Guide, commonly known as Foursquare, is a local search-and-discovery mobile app developed by Foursquare Labs Inc. The app provides personalized recommendations of places to go near a user's current location based on users' previous browsing history and check-in history. The service was created in late 2008 by Dennis Crowley and Naveen Selvadurai and launched in 2009. Crowley had previously founded the similar project Dodgeball as his graduate thesis project in the Interactive Telecommunications Program (ITP) at New York University. Google bought Dodgeball in 2005 and shut it down in 2009, replacing it with Google Latitude. Dodgeball user interactions were based on SMS technology, rather than an application. Foursquare was similar but allowed for more features, allowing mobile device users to interact with their environment. Foursquare took advantage of new smartphones like the iPhone, which had built-in GPS to better detect a user's location. Until late July ...
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Flow (psychology)
In positive psychology, a flow state, also known colloquially as being in the zone, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration, however, it should be effortless. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. Named by the psychologist Mihály Csíkszentmihályi in 1975, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupational therapy), though the concept has been claimed to have existed for thous ...
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Game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
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Forbes Global 2000
The ''Forbes'' Global 2000 is an annual ranking of the top 2000 public companies in the world, published by ''Forbes'' magazine. "The Global 2000" annual ranking is assembled by ''Forbes'' using a weighted assessment of four metrics: sales, profit, assets and market value. The list has been published since 2003. 2022 list In 2022, the ten largest companies as calculated by this method were: 2021 list In 2021, the ten largest companies as calculated by this method were: 2020 list In 2020, the ten largest companies as calculated by this method were: 2019 list In 2019, the ten largest companies as calculated by this method were: 2018 list In 2018, the ten largest companies as calculated by this method were: As a group, the Forbes Global 2000 in year 2018 accounts for $39.1* trillion in sales, $3.2 trillion in profit, $189* trillion in assets and $56.8* trillion in market value. By industry sector The top-ranked companies in each industry sector are as follows. 2 ...
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M&M's
M&M's (stylized as m&m's) are multi-colored button-shaped chocolates, each of which has the letter "m" printed in lower case in white on one side, consisting of a candy shell surrounding a filling which varies depending upon the variety of M&M's. The original candy has a semi-sweet chocolate filling which, upon introduction of other variations, was branded as the "plain, normal" variety. Peanut M&M's, which feature a peanut coated in milk chocolate, and finally a candy shell, were the first variation to be introduced, and they remain a regular variety. Numerous other variations have been introduced, some of which are regular widespread varieties (peanut butter, almond, pretzel, crispy, dark chocolate, and caramel) while others are limited in duration or geographic availability. M&M's are the flagship product of the Mars Wrigley Confectionery division of Mars, Incorporated. The candy originated in the United States in 1941, and M&M's have been sold in over 100 countries since 20 ...
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Pretzel
A pretzel (), from German pronunciation, standard german: Breze(l) ( and French / Alsatian: ''Bretzel'') is a type of baked bread made from dough that is commonly shaped into a knot. The traditional pretzel shape is a distinctive symmetrical form, with the ends of a long strip of dough intertwined and then twisted back onto itself in a particular way (a pretzel loop or pretzel bow). Today, pretzels come in a wide range of shapes. Salt is the most common seasoning, or topping, for pretzels, complementing the washing soda or lye treatment that gives pretzels their traditional skin and flavor acquired through the Maillard reaction. Other seasonings are mustard, cheeses, sugar, chocolate, cinnamon, sweet glazing, seeds, and nuts. Varieties of pretzels include soft pretzels, which should be eaten shortly after preparation, and hard-baked pretzels, which have a long shelf life. History There are numerous accounts regarding the origin of pretzels, as well as the origin of ...
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Grading In Education
Grading in education is the process of applying standardized measurements for varying levels of achievements in a course. Grades can be assigned as letters (usually A through F), as a range (for example, 1 to 6), as a percentage, or as a number out of a possible total (often out of 100). In some countries, grades are averaged to create a grade point average (GPA). GPA is calculated by using the number of grade points a student earns in a given period of time. GPAs are often calculated for high school, undergraduate, and graduate students, and can be used by potential employers or educational institutions to assess and compare applicants. A cumulative grade point average (CGPA), sometimes referred to as just GPA, is a measure of performance for all of a student's courses. History Yale University historian George Wilson Pierson writes: "According to tradition the first grades issued at Yale (and possibly the first in the country) were given out in the year 1785, when Presiden ...
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Starbucks
Starbucks Corporation is an American multinational chain of coffeehouses and roastery reserves headquartered in Seattle, Washington. It is the world's largest coffeehouse chain. As of November 2021, the company had 33,833 stores in 80 countries, 15,444 of which were located in the United States. Out of Starbucks' U.S.-based stores, over 8,900 are company-operated, while the remainder are licensed. The rise of the second wave of coffee culture is generally attributed to Starbucks, which introduced a wider variety of coffee experiences. Starbucks serves hot and cold drinks, whole-bean coffee, micro-ground instant coffee, espresso, caffe latte, full and loose-leaf teas, juices, Frappuccino beverages, pastries, and snacks. Some offerings are seasonal, or specific to the locality of the store. Depending on the country, most locations provide free Wi-Fi internet access. Company overview Starbucks was founded in 1971 by Jerry Baldwin, Zev Siegl, and Gordon Bowker at Seattle' ...
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Mashable
Mashable is a digital media platform, news website and entertainment company founded by Pete Cashmore in 2005. History Mashable was founded by Pete Cashmore while living in Aberdeen, Scotland, in July 2005. Early iterations of the site were a simple WordPress blog, with Cashmore as sole author. Fame came relatively quickly, with ''Time'' magazine noting Mashable as one of the 25 best blogs of 2009. As of November 2015, it had over 6,000,000 Twitter followers and over 3,200,000 fans on Facebook. In June 2016, it acquired YouTube channel CineFix from Whalerock Industries. In December 2017, Ziff Davis bought Mashable for $50 million, a price described by ''Recode'' as a "fire sale" price. Mashable had not been meeting its advertising targets, accumulating $4.2 million in losses in the quarter ending September 2017. After the sale, Mashable laid off 50 staffers, but preserved top management. Under Ziff Davis, Mashable has grown and expanded to many countries in multiple continen ...
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Yahoo!7
Yahoo! Australia (formerly Yahoo7 between 2006 and 2018) is the Australian subsidiary of global internet company Yahoo! Originally a 50/50 joint venture between Yahoo! and Seven West Media, it has been a 100% subsidiary of Verizon Media since March 2018. Yahoo! is a web portal, providing email, online news and lifestyle content, as well as weather, travel and retail comparison services. History Origins Yahoo!'s services originally came to Australia in 1997 with Yahoo! Australia launching on 1 September that year. Seven Media Group founded i7 in September 2000 as their online service. In October 2001, Seven partnered with internet service provider AOL and established a joint venture called ''AOL7'' in an attempt to boost the i7 platform. However, the partnership was unsuccessful with AOL reporting its biggest quarterly loss in U.S. history in April 2002, and Seven and AOL later selling the venture to Primus Telecommunications in February 2004. i7 was replaced by Seven's new ...
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