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Gamified
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and participation through the use of game mechanics such as points, badges, leaderboards and rewards. It is a component of system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, 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. Gamification can be achieved u ...
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Gamification Of Learning
The gamification of learning is an Educational technology, 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 "p ...
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Flow (psychology)
Flow in positive psychology, also known colloquially as being in the zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized Attention, 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. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. First presented in the 1975 book ''Beyond Boredom and Anxiety'' by the Hungarian-American psychologist Mihaly Csikszentmihalyi, Mihály Csíkszentmihályi, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupati ...
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Dating Apps
An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. Origins The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women t ...
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Achievement (video Gaming)
In video gaming, an achievement (or a trophy) is a meta-goal defined outside a game's parameters, a digital reward that signifies a player's mastery of a specific task or challenge within a video game. 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 sometimes 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 ...
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CC-BY Icon
A Creative Commons (CC) license is one of several public copyright licenses that enable the free distribution of an otherwise copyrighted "work". A CC license is used when an author wants to give other people the right to share, use, and build upon a work that the author has created. CC provides an author flexibility (for example, they might choose to allow only non-commercial uses of a given work) and protects the people who use or redistribute an author's work from concerns of copyright infringement as long as they abide by the conditions that are specified in the license by which the author distributes the work. There are several types of Creative Commons licenses. Each license differs by several combinations that condition the terms of distribution. They were initially released on December 16, 2002, by Creative Commons, a U.S. non-profit corporation founded in 2001. There have also been five versions of the suite of licenses, numbered 1.0 through 4.0. Released in November ...
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Reward System
The reward system (the mesocorticolimbic circuit) is a group of neural structures responsible for incentive salience (i.e., "wanting"; desire or craving for a reward and motivation), associative learning (primarily positive reinforcement and classical conditioning), and positively-valenced emotions, particularly ones involving pleasure as a core component (e.g., joy, euphoria and ecstasy). Reward is the attractive and motivational property of a stimulus that induces appetitive behavior, also known as approach behavior, and consummatory behavior. A rewarding stimulus has been described as "any stimulus, object, event, activity, or situation that has the potential to make us approach and consume it is by definition a reward". In operant conditioning, rewarding stimuli function as positive reinforcers; however, the converse statement also holds true: positive reinforcers are rewarding. The reward system motivates animals to approach stimuli or engage in behaviour that increase ...
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Framing (social Sciences)
In the social sciences, framing comprises a set of concepts and theoretical perspectives on how individuals, groups, and societies organize, perceive, and communicate about reality. Framing can manifest in cognition, thought or interpersonal communication. ''Frames in thought'' consist of the mental representations, interpretations, and simplifications of reality. ''Frames in communication'' consist of the communication of frames between different actors. Framing is a key component of sociology, the study of social interaction among humans. Framing is an integral part of conveying and processing data daily. Successful framing techniques can be used to reduce the ambiguity of intangible topics by contextualizing the information in such a way that recipients can connect to what they already know. Framing is mistaken in the world outside of communication as bias, or arguments around Nature versus nurture, nature vs nurture. While biases and how a person is raised might add to stere ...
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Altruism
Altruism is the concern for the well-being of others, independently of personal benefit or reciprocity. The word ''altruism'' was popularised (and possibly coined) by the French philosopher Auguste Comte in French, as , for an antonym of egoism. He derived it from the Italian , which in turn was derived from Latin , meaning "alterity, other people" or "somebody else". Altruism may be considered a synonym of selflessness, the opposite of self-centeredness. Altruism is an important moral value in many cultures and religions. It can Moral circle expansion, expand beyond care for humans to include other Sentience, sentient beings and future generations. Altruism, as observed in populations of organisms, is when an individual performs an action at a cost to itself (in terms of e.g. pleasure and quality of life, time, probability of survival or reproduction) that benefits, directly or indirectly, another individual, without the expectation of reciprocity or compensation for that ac ...
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Octalysis
The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou. The framework lays out the structure for analyzing the driving forces behind human motivation. It is the process of applying the core behavior drives that motivate a user to complete a task efficiently through an interactive experience. The Octalysis framework is used in healthcare, fitness, education, training, company, and product design to increase user engagement, ROI and motivation. mHealth has developed applications based on the Octalysis framework to assist people in self-care management and self-stress management. They are using framework to map how top rated stress management apps address the right brain drives and to provide motivation to increase adherence. Other global companies that have used or been inspired by the Octalysis Framework include IDEO, Google,{{Citation, author=, title=Yu-kai Chou: "A Framework on ...
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Voter Apathy
In political science, political apathy is a lack of interest or apathy towards politics. This includes voter apathy, information apathy and lack of interest in elections, political events, public meetings, and voting. Voter apathy is a lack of interest among voters in the elections of representative democracies. Political apathy or lack of interest is often cited as a cause of low turnout among eligible voters in jurisdictions where voting is optional, and the donkey vote where voting is compulsory. This phenomenon occurs to some extent across all countries or entities where citizens are able to vote. Political apathy has led to increased concerns regarding representative democracies because election results do not encompass the entire population who are eligible to vote. Political alienation Political apathy is sometimes considered distinct from political alienation, "the sense that voters feel like the political system does not work for them and any attempt to influence ...
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