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Gamification for Human Factors Integration

Book Description

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  6. Foreword
  7. Preface
    1. GAMIFICATION IN THE PUBLIC SPHERE
    2. GAMIFICATION AND ONLINE BEHAVIOR MANAGEMENT
    3. GAMIFICATION FOR E-LEARNING ENHANCEMENT
    4. GAMIFICATION IN MULTIMEDIA COMMUNICATION
    5. CONCLUSION
  8. Section 1: Behaviour and Activism
    1. Chapter 1: My Click is My Bond
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
    2. Chapter 2: Cognitive Load and Empathy in Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COGNITIVE LOAD AND EMPATHY IN SERIOUS GAMES
      5. MANAGING COGNITIVE LOAD AND EMPATHY
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. APPENDIX: ADDITIONAL READING
    3. Chapter 3: What’s in a Game?
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CENTRAL RESEARCH QUESTIONS
      5. UNDERSTANDING ACTOR BEHAVIOUR
      6. PROPERTY TAX: DEFINITION AND SCOPE
      7. ANALYTICAL FRAMEWORK: THE ECOLOGY OF GAMES
      8. ASSESSING PROJECT OUTCOME: A DISCUSSION OF THE DESIGN-ACTUALITY GAP MODEL
      9. RESEARCH METHODOLOGY
      10. DIGITISING PROPERTY TAX RECORDS IN BANGALORE, INDIA: EXAMINING ACTOR ATTITUDES AND PERCEPTIONS
      11. IDENTIFYING GAMES THAT IMPACT THE PLANNING AND UPTAKE OF ICTS IN DEVELOPING WORLD BUREAUCRACIES
      12. WORKPLACE ORGANISATION, STRUCTURE AND POLITICAL INSTITUTIONS:
      13. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      14. CONCLUSION
    4. Chapter 4: Should We Publish That?
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NORMATIVE RESPONSIBILITIES OF BUSINESS
      5. CONTROVERSIAL PUBLICATIONS
      6. RESOLVING NORMATIVE TENSIONS: HEURISTIC DECISION MAKING PROCESS
      7. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      8. DISCUSSION
      9. APPENDIX
    5. Chapter 5: Towards a Subjectively Devised Parametric User Model for Analysing and Influencing Behaviour Online Using Neuroeconomics
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. BREAKING THE DIVIDE OF OBJECTIVITY V SUBJECTIVITY – THE ROLE OF PARAMETRIC VALIDATION
  9. Section 2: Health and Cognition
    1. Chapter 6: Designing Serious Games for People with Disabilities
      1. ABSTRACT
      2. INTRODUCTION
      3. PLAY
      4. DISCUSSION
      5. CONCLUSION
    2. Chapter 7: ExerLearning®
      1. ABSTRACT
      2. READING, WRITING AND EXERGAMES?
    3. Chapter 8: Rehabilitation Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. REHABILITATION: FOCUS AREAS
      4. DIGITAL GAMES’ CONTRIBUTION TO PSYCHOLOGICAL HEALTH AND TREATMENT OF PSYCHOLOGICAL DISORDERS
      5. PHYSICAL REHABILITATION: THE ROLE OF DIGITAL GAMES IN PHYSICAL RECOVERY
      6. PAIN TREATED WITH VIRTUAL REALITY
      7. SOCIAL REHABILITATION GAMING & GAMES FOR SOCIAL SKILLS AND PRO-SOCIAL BEHAVIOUR LEARNING
      8. REHABILITATION GAMING–FUTURE TECHNOLOGIES
      9. CONCLUSION
    4. Chapter 9: The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients
      1. ABSTRACT
      2. INTRODUCTION
      3. SERIOUS GAMES
      4. IR GLOVE
      5. MARKERLESS MOTION CAPTURE
      6. COMPARISON OF THE TWO SYSTEMS
      7. FUTURE WORK
      8. CONCLUSION
    5. Chapter 10: The Psychology of Trolling and Lurking
      1. ABSTRACT
      2. INTRODUCTION
      3. UNDERSTANDING ONLINE COMMUNITY PARTICIPATION
      4. AN INVESTIGATION INTO DEFRIENDING IN ONLINE COMMUNITIES
      5. REVIEW OF FINDINGS
      6. DISCUSSION
  10. Section 3: Pedagogical Issues
    1. Chapter 11: Designing Educational Games
      1. ABSTRACT
      2. INTRODUCTION
      3. VARIABLES INFLUENCING LEARNING
      4. THEORIES OF LEARNING
      5. SHAPING LEARNERS’ BEHAVIOUR
      6. ADAPTING TO LEARNERS’ COGNITIVE NEEDS
      7. AN ENVIRONMENT FOR KNOWLEDGE CONSTRUCTION
      8. LEARNING IN ADULTHOOD
      9. EDUCATIONAL GAMES DESIGN
      10. ELEMENTS OF PEDAGOGY IN EDUCATIONAL GAMES
      11. EDUCATIONAL GAME DESIGN METHODOLOGY
      12. DESIGN GUIDELINES FOR EDUCATIONAL GAMES
      13. CONCLUSION
    2. Chapter 12: Games and the Development of Students’ Civic Engagement and Ecological Stewardship
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. QUEST ATLANTIS
      5. STUDY CONTEXT
      6. METHODOLOGY
      7. FINDINGS/ RESULTS
      8. SCIENCE CONTENT KNOWLEDGE
      9. CIVIC ENGAGEMENT AND ECOLOGICAL STEWARDSHIP
      10. DISCUSSION
      11. IMPLICATIONS AND CONCLUSIONS
    3. Chapter 13: Learning Sociology in a Massively Multi-Student Online Learning Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. WHY SOCIOLOGY?
      4. THE ONLINE SIMS (TSO) AND THE SOCIOLOGICAL FIELD STUDY
      5. SOCIOLOGY 101
      6. SOCIOLOGY 310: SOCIOLOGY OF DEVIANCE
      7. SOME STUDENT FINDINGS
      8. SIM SEX
      9. TRASHING AND TAGGING
      10. CONCLUSION
    4. Chapter 14: The Applicability of Gaming Elements to Early Childhood Education
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMIFICATION
      4. EARLY CHILDHOOD EDUCATION
      5. PLAY
      6. CONCLUSION
    5. Chapter 15: From Chaos Towards Sense
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. STORY: A DAY IN THE WAREHOUSE
      5. STORY, SCENARIO, AND THE GAMIFIED NUDGE
      6. CONCLUSION
    6. Chapter 16: Background Music in Educational Games
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND
      4. METHODOLOGY
      5. RESULTS
      6. DISCUSSION
    7. Chapter 17: Games and Simulations
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES AND SIMULATIONS: WHAT ARE THEY?
      4. EFFECTS OF GAMES AND SIMULATIONS ON LEARNING
      5. EDUCATIONAL USE OF GAMES AND SIMULATIONS
      6. INSTRUCTIONAL (SYSTEMS) DESIGN/DEVELOPMENT (IDD)
      7. WHAT IS AN INSTRUCTIONAL DESIGN/DEVELOPMENT MODEL (IDDM)?
      8. CRITICISMS ABOUT THE CURRENT STATE OF IDD AND IDDMS
      9. NEW TRENDS IN IDD AND IDDMS
      10. DESIGN MODELS FOR EDUCATIONAL USE OF GAMES AND SIMULATIONS
      11. CONCLUSION
  11. Compilation of References
  12. About the Contributors