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Brief facts about gamify:

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 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.

Bartle taxonomy of player types - The Bartle taxonomy of player types is a classification of video game players based on a 1996 paper by Richard Bartle according to their preferred actions within the game.

BrainHex - BrainHex is a neurobiology-based typology of gamer personality. It is formed in the early 2010s, by combining several then commonly used player personality typology.

Dark pattern - A dark pattern is "a user interface that has been carefully crafted to trick users into doing things, such as buying overpriced insurance with their purchase or signing up for recurring bills".

Egoboo , a component of some gamification strategies.

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.

GNS theory - GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work.

Gaming

Behavioral economics

User interface techniques

 

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