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Emerging Research and Trends in Gamification

Book Description

Game design has shifted from the development of games for entertainment to the creation of games with a more meaningful purpose. Game principles and theories can be applied to interactive programs in a variety of fields and professions. Researchers continue to examine the many ways games can be applied to real-world settings. Emerging Research and Trends in Gamification brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. Including discussions from both industry and academic perspectives, this publication explores the growing research in this interesting and dynamic field, serving as an essential reference source for academicians, professionals, researchers, and upper level students interested in the applications of game-thinking and gaming dynamics across various disciplines including marketing, journalism, education, and human resources. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as additional topics including, but not limited to, digital development, game design, human resource processes, market research, online journalism, social change, and video game learning.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. List of Reviewers
    1. List of Reviewers
  6. Preface
    1. FROM GAMES TO GAMIFICATION
    2. ORGANIZATION OF THE BOOK
    3. 1. DESIGNING SUCCESSFUL GAMIFICATION
    4. 2. GAMIFICATION AND BUSINESS
    5. 3. GAMIFICATION OF EDUCATION
    6. 4. SOCIAL CHANGE AND HEALTH TRACKING THROUGH GAMIFICATION
    7. 5. GAMIFICATION AND JOURNALISM
    8. REFERENCES
  7. Acknowledgment
  8. Section 1: Designing Successful Gamification
    1. Chapter 1: Ambiguous Play
      1. ABSTRACT
      2. INTRODUCTION
      3. SITUATING GAMIFICATION
      4. AMBIGUOUS PLAY AND THE GAMING OF CULTURE
      5. CONCLUSION AND RESEARCH DIRECTIONS
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    2. Chapter 2: “A Spoonful of Game Design Makes the Work-Out More Fun”
      1. ABSTRACT
      2. INTRODUCTION
      3. CHANCE
      4. CONTROL
      5. CREATIVITY
      6. COMPETITION
      7. SPECTACLE
      8. STATUS
      9. STRATEGY/PROBLEM SOLVING
      10. UNIFICATION
      11. RULES
      12. NARRATIVE/STORY
      13. RECOGNITION/ACKNOWLEDGEMENT
      14. COLLABORATION
      15. ESCAPISM
      16. ENJOYMENT
      17. CONCLUSION
      18. REFERENCES
      19. KEY TERMS AND DEFINITIONS
    3. Chapter 3: Gaining Reward vs. Avoiding Loss
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESEARCH
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
      10. APPENDIX: THE SURVEY SCENARIO
    4. Chapter 4: Development of the “Hybrid Interactive Rhetorical Engagement” (H.I.R.E.) Scale
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
  9. Section 2: Gamification and Business
    1. Chapter 5: Gamification in Market Research
      1. ABSTRACT
      2. INTRODUCTION: THE EMERGENCE OF DIGITAL DATA COLLECTION
      3. THE CHALLENGES OF ENGAGING SURVEY PARTICIPANTS
      4. SUB-OPTIMAL BEHAVIORS AMONG SURVEY RESPONDENTS
      5. GAMIFICATION: CHARACTERISTICS AND BENEFITS
      6. EMPIRICAL EVIDENCE
      7. CAN GAMIFICATION WORK FOR COMPLEX SURVEYS?
      8. RESULTS FROM ORIGINAL RESEARCH: THE COLLEGE EXPERIENCES SURVEY
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    2. Chapter 6: Gamification of Human Resource Processes
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL EXPLANATIONS OF GAMIFICATION SUCCESSES IN HR
      4. GAMIFICATION IN HR SYSTEMS
      5. CONSIDERATIONS AND BEST PRACTICE RECOMMENDATIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 7: Gamifying Recruitment, Selection, Training, and Performance Management
      1. ABSTRACT
      2. INTRODUCTION
      3. RECRUITMENT
      4. SELECTION
      5. TRAINING
      6. PERFORMANCE MANAGEMENT
      7. CONCLUSION
      8. REFERENCES
      9. KEY WORDS AND DEFINITIONS
  10. Section 3: Gamification of Education
    1. Chapter 8: Three Perspectives on Video Game Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DISCUSSION: FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    2. Chapter 9: Leveling up the Classroom
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THEORIES AND CONCEPTS TO APPLY TO FEATURES OF GAMIFICATION
      5. FUTURE RESEARCH DIRECTIONS
      6. PRACTICAL APPLICATIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 10: Gamification of the Classroom
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAMIFICATION OF THE CLASSROOM
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  11. Section 4: Social Change and Health through Gamification
    1. Chapter 11: A Framework for Collaboration among Game Designers and Social Change Makers
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAMIFICATION
      5. ISSUES, CONTROVERSIES, AND PROBLEMS
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    2. Chapter 12: Digital Development and International Aid
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DEVELOPMENT GONE DIGITAL
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX
    3. Chapter 13: Gamified Self
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THEORETICAL FRAMEWORK
      5. PRIMARY RESEARCH
      6. LIMITATIONS AND FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
  12. Section 5: Gamification and Journalism
    1. Chapter 14: Games and Quizzes in Online Journalism
      1. ABSTRACT
      2. INTRODUCTION
      3. THE ONLINE NEWS LANDSCAPE
      4. GAMES AND QUIZZES AS NEWS CONTENT
      5. A TYPOLOGY OF GAMES AND QUIZZES IN ONLINE NEWS
      6. OPPORTUNITIES AND CHALLENGES IN THE STUDY OF NEWS GAMES
      7. CONCLUSION
      8. REFERENCES
    2. Chapter 15: The Gamification of Journalism
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CONFLICTING LOGICS OF THE JOURNALISTIC FIELD
      4. THE AIMS OF GAMIFYING JOURNALISM
      5. NEWS IN TRANSITION: DIGITALIZATION, SHIFTING AUDIENCES, NEWS PATHS, AND USER ENGAGEMENT
      6. GAMIFIED INTERFACES IN DIGITAL JOURNALISM
      7. CRAFTING THE EXPERIENCE: BEYOND THE PBLs
      8. CHALLENGES AND NEEDS FOR RESEARCH
      9. CONCLUSIONS: GAMIFICATION’S FUTURE PLACE WITHIN JOURNALISM AND JOURNALISM RESEARCH
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
  13. Compilation of References
  14. About the Contributors