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2015 | OriginalPaper | Buchkapitel

14. From Market Place to Collusion Detection: Case Studies of Gamification in Education

verfasst von : Pinata Winoto, Tiffany Y. Tang

Erschienen in: Gamification in Education and Business

Verlag: Springer International Publishing

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Abstract

During CHI 2011, a number of researchers attempted to define gamification (Deterding, Khaled, Nacke, & Dixon, 2011; Jacobs, 2013; Lee & Hammer, 2011). While most of these definitions have focused on the use such game elements as game mechanics, attributes, game-thinking, and many others, in non-game environments, Jacobs (2013) and Bunchball (2010) point to an additional key aspect of elements that should be prioritized: to influence player behaviors, which has been widely adopted in the business community to build customer community and loyalty, improve customer engagement, reinforce brand identity, and many others at various levels (Bunchball, 2010). Gartner pointed out that more than 50 % of businesses will use gamification as the driving mechanism to transform business operations by 2015 (Burke, 2011).

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Metadaten
Titel
From Market Place to Collusion Detection: Case Studies of Gamification in Education
verfasst von
Pinata Winoto
Tiffany Y. Tang
Copyright-Jahr
2015
DOI
https://doi.org/10.1007/978-3-319-10208-5_14

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