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2013 | OriginalPaper | Chapter

Gamification Literacy: Emerging Needs for Identifying Bad Gamification

Author : Toshihiko Yamakami

Published in: Multimedia and Ubiquitous Engineering

Publisher: Springer Netherlands

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Abstract

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.

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Literature
1.
go back to reference McGonigal J (2011) Reality is broken: why games make us better and how they can change the world. The Penguin Group, New York McGonigal J (2011) Reality is broken: why games make us better and how they can change the world. The Penguin Group, New York
Metadata
Title
Gamification Literacy: Emerging Needs for Identifying Bad Gamification
Author
Toshihiko Yamakami
Copyright Year
2013
Publisher
Springer Netherlands
DOI
https://doi.org/10.1007/978-94-007-6738-6_49