Gamification is the use of game play mechanics for non-game applications (also known as "funware"), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications.It also strives to encourage users to engage in desired behaviors in connection with the applications. Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans' psychological predisposition to engage in gaming.
The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, or reading web sites.
This book is your ultimate resource for gamification. Here you will find the most up-to-date theory, examples, ideas, and much more.
In easy to read chapters, with extensive references and links to get you to know all there is to know right away: Gamification, Gameplay, Funware, Website, Statistical survey, Facebook, Foursquare (social network), Gowalla, Progress bar, Virtual currency, Casual game, Customer engagement, Social networking service, Windows Phone 7, Buzzword, Behavioral economics, Behavioral analysis of markets, Economics of gambling, Neuroeconomics, Physioeconomics, Predictably Irrational, Outline of games, Classic Game Room, Computer-assisted gaming, Game clock, Game club, Gamer, Gen Con, Girl gamer, Lightning round, Linux gaming, Metagaming, N.O.V.A 2: The Hero Rises Again, Nordreich, Normal play convention, Northwest Pinball and Gameroom Show, Penny Arcade Expo, Profezia, Recreation in Second Life, TORCS, Yottaquest, Dynamic game difficulty balancing, Dynamic music, Emergent gameplay, Evolver (3D Avatar Web Portal), Game balance, Game design, Game mechanics, Gold sink, House rule, Impulse-based turn system, Kingmaker scenario, Lame duck (game design), Lusory attitude, MDA framework, Simultaneous action selection, Super Nintendo Emulator SE, .MDX, 21st Century Game Design, 3D modeling, Andrew Rollings and Ernest Adams on Game Design, The Art of Computer Game Design, Chris Crawford on Game Design, Context-sensitive user interface, Cutscene, Environment artist, First playable demo, Flip-screen, Game Design Workshop, Game Development Series, Head swap, HUD (video gaming), Interactive Narrative Design, Level design, Lightmap, List of books about video games, Loading screen, Ludonarrative, Open world, Palette swap, Password (video games), Pre-rendering, Replay value, Scripted sequence, Scrolling, Skybox (video games), Sprite (computer graphics), Streaming audio in video games, TecMagik, User-generated content, Video game music, Virtual finance, Warp zone, User: Bracton/Sandbox/Game theory, Double auction, Evolutionary game theory, Fixed point (mathematics), Game theory, Glossary of game theory, Open Options, Quantum game theory, Social software (social procedure), Airport problem, Algorithmic game theory, Algorithmic mechanism design, Ambiguity aversion, Auction theory, Aumann's agreement theorem, Axiom of projective determinacy, Backward induction, Bankruptcy problem, Banzhaf power index, Bargaining problem, Battle of the sexes (game theory), Bayesian efficiency, Bayesian game, Beer distribution game, Bertrand competition, Bertrand paradox (economics), Best response, Blotto games, Bondareva-Shapley theorem, Bounded rationality, Braess's paradox, CC-PP game, Centipede game, Chainstore paradox, Cheap talk, Chicken (game), Coalition-Proof Nash Equilibrium, Collusion, Common knowledge (logic), Competitive altruism, Complete information, Complete mixing, The Complexity of Cooperation, Compromise, Congestion game, Consensus dynamics, Contingent cooperator, ..and much more..
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