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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.
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.
gamification
This is generally accomplished through the application of ______ and game principles (dynamics and mechanics) in non-game contexts.
This is generally accomplished through the application of ______ and game principles (dynamics and mechanics) in non-game contexts.
game-design elements
Gamification is part of ______, 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.
Gamification is part of ______, 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.
persuasive system design
A collection of research on gamification shows that a majority of studies on gamification find it has ______ on individuals.
A collection of research on gamification shows that a majority of studies on gamification find it has ______ on individuals.
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However, individual and contextual differences exist. == Techniques == Gamification techniques are ______.
However, individual and contextual differences exist. == Techniques == Gamification techniques are ______.
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True or false: Gamification is used to enhance systems, services, organizations, and activities by creating experiences similar to playing games?
True or false: Gamification is used to enhance systems, services, organizations, and activities by creating experiences similar to playing games?
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True or false: Gamification is not a part of persuasive system design?
True or false: Gamification is not a part of persuasive system design?
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True or false: Gamification commonly employs game design elements to improve user engagement and organizational productivity?
True or false: Gamification commonly employs game design elements to improve user engagement and organizational productivity?
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True or false: A majority of studies on gamification find that it has negative effects on individuals?
True or false: A majority of studies on gamification find that it has negative effects on individuals?
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True or false: Individual and contextual differences do not exist in gamification techniques?
True or false: Individual and contextual differences do not exist in gamification techniques?
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True or false: Gamification is used to enhance systems, services, organizations, and activities by creating experiences similar to playing games?
True or false: Gamification is used to enhance systems, services, organizations, and activities by creating experiences similar to playing games?
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True or false: Gamification commonly employs game design elements to improve user engagement and organizational productivity?
True or false: Gamification commonly employs game design elements to improve user engagement and organizational productivity?
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True or false: A majority of studies on gamification find that it has negative effects on individuals?
True or false: A majority of studies on gamification find that it has negative effects on individuals?
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True or false: Individual and contextual differences do not exist in gamification techniques?
True or false: Individual and contextual differences do not exist in gamification techniques?
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True or false: Gamification is not a part of persuasive system design?
True or false: Gamification is not a part of persuasive system design?
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