000
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camIi |
001
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2210080898124 |
003
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OCoLC |
005
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20210225115123 |
006
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m d |
007
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cr ||||||||||| |
008
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191209s2019 xx o 000 0 eng d |
020
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▼a183921077X▼q(electronic bk.) |
020
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▼a9781839210778▼q(electronic bk.) |
035
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▼a2323043▼b(N▼T) |
035
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▼a(OCoLC)1129992043 |
040
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▼aYDX▼beng▼cYDX▼dN▼d221008 |
050
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▼aHD58.7 |
082
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▼a005.3▼223 |
100
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▼aChou, Yu-Kai,▼d1986- |
245
|
00 |
▼aACTIONABLE GAMIFICATION ;▼bBEYOND POINTS, BADGES, AND LEADERBOARDS▼h[electronic resource]. |
260
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▼a[S.l.] :▼bPACKT PUBLISHING,▼c2019. |
300
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▼a1 online resource |
520
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▼aExplains 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
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▼aMaster record variable field(s) change: 050, 082, 650 |
650
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▼aComputer games. |
650
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▼aComputer games▼xDesign. |
650
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▼aSocial psychology. |
650
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▼aInternet games▼xPsychological aspects. |
650
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▼aSimulation games. |
650
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▼aGamification. |
650
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▼aDesign▼xHuman factors. |
650
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▼aHuman engineering. |
650
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▼aMotivation (Psychology) |
650
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▼aDesign▼xPsychological aspects. |
650
|
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▼aDesign▼xSocial aspects. |
650
|
|
▼aDesign▼xPhilosophy. |
650
|
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▼aUser-centered system design. |
650
|
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▼aElectronic games▼xDesign. |
655
|
|
▼aElectronic books. |
856
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▼3EBSCOhost▼uhttp://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2323043 |
938
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▼aYBP Library Services▼bYANK▼n300989488 |
938
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▼aEBSCOhost▼bEBSC▼n2323043 |
994
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▼a92▼bN |