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Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Gamification: To Engage Is to Learn

Gamification: To Engage Is to Learn
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Author(s): Biancamaria Mori (MenteZero, Italy)
Copyright: 2020
Pages: 12
Source title: Virtual and Augmented Reality in Education, Art, and Museums
Source Author(s)/Editor(s): Giuliana Guazzaroni (Università Politecnica delle Marche, Italy) and Anitha S. Pillai (Hindustan Institute of Technology and Science, India)
DOI: 10.4018/978-1-7998-1796-3.ch005


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This chapter will discuss Gamification and video games, analyzing their peculiarities. After a brief historical introduction to the disciplines that intertwine the design of Gamification applications, such as User interaction, User Interface, and Game Design, authors analyze the real areas in which Gamification can be applied with verifiable results, citing scientific studies and examples of applications. We will see then how from the video games Toca Boca for children, to the “tourist” version of Assassin's Creed Oringis presented at the British Museum, up to the latest interactive applications for business training, the techniques of the game are exceeding the playful areas to make more deep human interaction with the real surrounding it.

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