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003OCoLC
00520230525182637
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008191209s2019 xx o 000 0 eng d
020 ▼a 183921077X ▼q (electronic bk.)
020 ▼a 9781839210778 ▼q (electronic bk.)
035 ▼a 2323043 ▼b (N$T)
035 ▼a (OCoLC)1129992043
040 ▼a YDX ▼b eng ▼c YDX ▼d N$T ▼d 248032
049 ▼a MAIN
050 4 ▼a HD58.7
08204 ▼a 005.3 ▼2 23
1001 ▼a Chou, Yu-Kai, ▼d 1986-
24510 ▼a ACTIONABLE GAMIFICATION ; : ▼b BEYOND POINTS, BADGES, AND LEADERBOARDS ▼h [electronic resource].
260 ▼a [S.l.] : ▼b PACKT PUBLISHING, ▼c 2019.
300 ▼a 1 online resource
520 ▼a Explains gamification, especially the Octalysis framework, as taking the elements of games that make people want to return and continue playing those games, and applying those elements to other activities, thus increasing productivity and quality in the workplace while improving the workers' experience and increasing customer satisfaction and loyalty.
590 ▼a Master record variable field(s) change: 050, 082, 650
650 0 ▼a Computer games.
650 0 ▼a Computer games ▼x Design.
650 0 ▼a Social psychology.
650 0 ▼a Internet games ▼x Psychological aspects.
650 0 ▼a Simulation games.
650 0 ▼a Gamification.
650 0 ▼a Design ▼x Human factors.
650 0 ▼a Human engineering.
650 0 ▼a Motivation (Psychology)
650 0 ▼a Design ▼x Psychological aspects.
650 0 ▼a Design ▼x Social aspects.
650 0 ▼a Design ▼x Philosophy.
650 0 ▼a User-centered system design.
650 0 ▼a Electronic games ▼x Design.
655 4 ▼a Electronic books.
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2323043
938 ▼a YBP Library Services ▼b YANK ▼n 300989488
938 ▼a EBSCOhost ▼b EBSC ▼n 2323043
990 ▼a 관리자
994 ▼a 92 ▼b N$T