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TEST BORRADO, QUIZÁS LE INTERESE: Gamificacion
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Título del Test:
Gamificacion

Descripción:
Test sobre un articulo cientifico de Gamificacion

Autor:
SQuintela
OTROS TESTS DEL AUTOR

Fecha de Creación:
25/04/2024

Categoría: Informática

Número Preguntas: 15
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El articulo para resolver este test se llama FROM GAME DESIGN ELEMENTS TO GAMEFULNESS: DEFINING "GAMIFICATION".
Temario:
"Gamification" refers to the use of game design elements in non-game contexts. True False.
While serious games are full-fledged games designed for non-entertainment purposes, "gamification" incorporates elements of ___________ into other applications without creating a full game experience. Plays Games.
An example of game design element used in "gamified" applications? Badges Free samples.
According to the text, what are the two dimensions used to differentiate "gamification" from other related concepts? The dimensions are playing/gaming and parts/whole. The dimensions are game/competition and win/lose.
Who proposed an alternative definition of "gamification" from a service-marketing perspective? Huotari and Hamari. Huotari Hamari.
What are some criticisms of Huotari and Hamari's definition of "gamification"? Their definition may cover more than just games or gamified services, underplaying the social and experiential dimensions of games. Their definition is too precise and doesn't cover the gamification concept as a whole.
The distinction between playing and gaming contributes to understanding "gamification" True False.
What are some examples of game technology used outside of entertainment purposes? Game controllers used as input devices, graphic engines for scientific visualizations, and 3D environments for various applications. Nintendo, XBox, Playstation.
What is the main goal of using game design elements in non-game contexts, according to the text? To enhance user engagement, enjoyment, and overall user experience. To earn points .
How does the concept of ludification relate to "gamification"? Ludification refers to the increasing presence of game elements and attitudes in various aspects of culture, including "gamification". They are different concepts.
Potential subcategories of "gamification" training games, health games, and news games. electronic games, VR games, mobile games.
"Gamefulness" denotes the qualities of gaming, while "gamification" involves the use of game design elements in non-game contexts. True False.
How do game mechanics contribute to the user experience in "gamified" applications? They provide feedback, promote engagement, and create a sense of progression and achievement. The mechanics fix any issue in the game.
"Gamification" is designed with the intention of incorporating game elements into existing systems, rather than creating a standalone game. True False.
The term "gamification" denotes the use of game design elements in non-game contexts, contrasting with full-fledged games like serious games. True False.
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