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・ Gamhariya
・ Gamhariya (community development block)
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Gamification
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・ Gamiing Nature Centre
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・ Gamilaraay language
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Gamification : ウィキペディア英語版
Gamification

Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements which are used in so called non-game contexts in attempts to improve user engagement, organizational productivity, flow, learning, employee recruitment and evaluation, ease of use and usefulness of systems,〔 physical exercise, traffic violations,〔(【引用サイトリンク】publisher=TheFunTheory )〕 and voter apathy,〔(【引用サイトリンク】publisher=HuffingtonPost )〕 among others. A review of research on gamification shows that a majority of studies on gamification find positive effects from gamification. However, individual and contextual differences exist.
== Categorization ==
Gamification uses an empathy-based approach (such as Design thinking) for introducing, transforming and operating a service system that allows players to enter a gameful experience to support value creation for the players and other stakeholders. Gamification designers address the user as player to indicate that the motivations and interests of the player are in the center of the gamification design.
Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience. It does not aim at creating a game but offering a gameful experience. In a broader sense gamification also includes game context such as in serious games and finite and infinite games.
Another categorization compares gamification with other gameful approaches by looking at characteristics such as spontaneity, rules, or goals:〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Gamification」の詳細全文を読む



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