Gamification is a collection of game-design-origin know-how that facilitates service engagement. It is used in a wide range of applications, marketing, enterprise management, and education. The positive side of gamification provides useful tools for improving engagement. At the same time, there are negative sides of gamification when it is used excessively or maliciously. The author proposes the concept of gamification literacy. © 2013 Springer Science+Business Media Dordrecht(Outside the USA).
CITATION STYLE
Yamakami, T. (2013). Gamification literacy: Emerging needs for identifying bad gamification. In Lecture Notes in Electrical Engineering (Vol. 240 LNEE, pp. 395–403). https://doi.org/10.1007/978-94-007-6738-6_49
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