The Role Of Gamification In Software Development Lifecycle
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Author | : Christos Kalloniatis |
Publisher | : BoD – Books on Demand |
Total Pages | : 146 |
Release | : 2021-09-01 |
Genre | : Games & Activities |
ISBN | : 1839628626 |
Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.
Author | : Alexandre Peixoto de Queirós, Ricardo |
Publisher | : IGI Global |
Total Pages | : 382 |
Release | : 2021-01-22 |
Genre | : Medical |
ISBN | : 179987477X |
While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education. Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.
Author | : Lars Konzack |
Publisher | : Taylor & Francis |
Total Pages | : 97 |
Release | : 2024-11-05 |
Genre | : Business & Economics |
ISBN | : 1040296408 |
Gamification and Industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and Industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of Industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields, but in particular, management and organization studies, production and manufacturing as well as technology and innovation management.
Author | : Xabier Larrucea |
Publisher | : Springer |
Total Pages | : 665 |
Release | : 2018-08-22 |
Genre | : Business & Economics |
ISBN | : 3319979256 |
This volume constitutes the refereed proceedings of the 25th European Conference on Systems, Software and Services Process Improvement, EuroSPI conference, held in Bilbao, Spain, in September 2018. The 56 revised full papers presented were carefully reviewed and selected from 95 submissions. They are organized in topical sections on SPI context and agility, SPI and safety testing, SPI and management issues, SPI and assessment, SPI and safety critical, gamifySPI, SPI in industry 4.0, best practices in implementing traceability, good and bad practices in improvement, safety and security, experiences with agile and lean, standards and assessment models,team skills and diversity strategies, SPI in medical device industry, empowering the future infrastructure.
Author | : Mendoza-González, Ricardo |
Publisher | : IGI Global |
Total Pages | : 340 |
Release | : 2020-01-03 |
Genre | : Education |
ISBN | : 179982327X |
It is widely agreed throughout the world that education and access to education are human rights. In order to accommodate the educational needs of people globally, technology will be required that supports inclusion and promotes equity for both learning processes and governance in educational institutions. In order to achieve this, technological resources must be designed to be accessible and usable for all individuals by implementing user-centered design (UCD) and user experience design (UXD) processes. UXD and UCD Approaches for Accessible Education is an academic research publication that explores thoughts and experiences on accessible and equitable education from perspectives on human-computer interaction, user research, and design thinking. It seeks to improve the understanding on how technology should be designed to truly contribute to and support accessibility and equity in education. Featuring a wide range of topics such as online courses, inclusive education, and virtual reality, this publication is essential for academicians, curriculum designers, researchers, instructional designers, educational software developers, IT consultants, policymakers, administrators, and students.
Author | : Rohit Kumar |
Publisher | : Engineering Science Reference |
Total Pages | : 0 |
Release | : 2018 |
Genre | : Application software |
ISBN | : 9781522560296 |
"Premier reference source"-- book cover.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 1971 |
Release | : 2021-11-26 |
Genre | : Education |
ISBN | : 1668437112 |
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Author | : Murat Yilmaz |
Publisher | : Springer Nature |
Total Pages | : 834 |
Release | : 2022-08-25 |
Genre | : Business & Economics |
ISBN | : 3031155599 |
This volume constitutes the refereed proceedings of the 29th European Conference on Systems, Software and Services Process Improvement, EuroSPI 2022, held in Salzburg, Austria, in August-September 2022. The 49 full papers and 8 short papers presented were carefully reviewed and selected from 110 submissions. The papers are organized according to the following topical sections: SPI and emerging and multidisciplinary approaches to software engineering; digitalisation of industry, infrastructure and e-mobility; SPI and good/bad SPI practices in improvement; SPI and functional safety and cybersecurity; SPI and agile; SPI and standards and safety and security norms; SPI and team skills and diversity; SPI and recent innovations; virtual reality and augmented reality.
Author | : Gabe Zichermann |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 211 |
Release | : 2011-08 |
Genre | : Computers |
ISBN | : 1449397670 |
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app
Author | : Janaki Mythily Kumar |
Publisher | : |
Total Pages | : 168 |
Release | : 2013 |
Genre | : Computers |
ISBN | : 9788792964076 |
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.