Analysis
4. The aims of the chapter 3 are:
4.1 To analyze the six levels of gamification.
4.2 To analyze the importance of gamification.
4.3 To analyze the comparative levels of gamiication.
4.1 The First Level of Gamification
This is the first level of analysis. At this level, the researcher tried to explain the reason of caring gamification through these basic points and reasons here serially studied for a business gamified system. They are:
4.1. 1. Valuable games in serious business
4.1 .2. Gamification defined
4.1.3. Game concepts employed in the business
4.1 .4. Most effective gamification
4.1. 1. Valuable games in serious business
At the first level, the researcher tried to find out the reason of value to care about gamification.
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Internal gamification is also called as enterprise gamification. It was found that small companies can apply game-design techniques to improve their productivity too. It was found that there are two significant attributes of internal gamification. The first is the company who knows about the players well as a defined community. The second is the motivational dynamics of gamification must interact with the company’s existing management and reward structures systematically. Thus, internal gamification can work for core job requirements with some novel motivation. (K.Werbach and D. Hunter …show more content…
1. 3. The behavior-change gamification
The behavior-change gamification is to form beneficial new habits among the population.
This can be an encouraging program or campaign for people to make a better health choice. (P. Boinodirsi, P.Fingar and T. Grant 2014). For example, eat better, work out more, and redesign the classroom to make kids learn more etc. (K.Werbach and D. Hunter 2012). It is found that these new habits usually produce desirable societal outcomes, such as obesity, lower medical expenses, a more effective educational system or better financial decisions. (P. Boinodirsi, P.Fingar and T. Grant 2014).
4.1.2. Gamification defined
According to Professor Richard Bartle of University of Essex, a pioneer in multiplayer online games, gamification reffered to “turning something not a game into a game.” (K. Werbach and D. Hunter 2012). It was found that gamification was used first time in 2003 by Nick Pelling, a British game developer by establishing a short-lived consultancy firm to create game like interfaces for electronic games devices. (K.Werbach and D. Hunter 2012). However, the term (gamification) was not popularly used at that time. Later on, some game designers such as Amy Jo Kim, Nicole Lazzro and McGonigal and some game researchers like Ian Bogot, James Paul Gee and Byron Reeves started to talk about potential of video games seriously. (P. Boinodirsi, P.Fingar and T. Grant 2014). As a result, the people started to use the term “gamification”
For the “Let’s Do This” program focused on reducing and controlling childhood obesity and adult onset of type II diabetes in Point Mar, an instructional strategy – lecture, quiz, games, and brain storming will be utilized. This is based on the Social Cognitive Theory applied to health behavior, which is an evidenced based approach (DiClemente, Salazar, & Crosby, 2013). The reason for utilizing this strategy is that this approach is based on behavioral adaptations that will improve health within the community. In addition, the five key constructs of the social cognitive theory are; knowledge, perceived self-efficacy, outcome expectations, goal formation, and socio-structural factors (DiClemente, Salazar, & Crosby, 2013). Another reason is that this strategy is a multi-level intervention approach that is aimed at the individual and his immediate social environment (DiClemente, Salazar, & Crosby, 2013), which plays a huge role in the incidence of Childhood Obesity in Vista County, which “Let’s Do This” is striving
In David Freedman’s essay How Junk food Can End Obesity, Freedman makes the claim to policy arguing that instead of demonizing processed foods, Americans should instead support the idea and production of healthier processed and junk foods. He calls on the public to recognize that while many products on the market these days are labeled as “wholesome” and “healthy”, consumers should learn to become aware of the fat and calorie content in these products because many times they have the same- if not more- fat and calorie contents as that of a typical Big Mac or Whopper. In his essay, Freedman primarily places blame on the media and the wholesome food movement for the condemnation of the fast and processed food industries saying, “An enormous amount of media space has been dedicated to promoting the notion that all processed food, and only processed food, us making us sickly and overweight” (Freedman), he further expresses that this portrayal of the
In “How ‘Dungeons and Dragons’ Changed My Life”, Ethan Gilsdorf compares the differences in nerd culture today and when he was a young adult. The purpose of this article is to analyse how Dungeons and Dragons and, by extention, games in general have changed over the years. He writes to other old D&D players and newer players, showing how the game has and hasn’t changed over the years. The genre is part narrative, part analysis, switching between the two to better explain his point. Gilsdorf has uses his personal experience to help the reader understand the differences in D&D from over twenty years ago and the game now.
Introduction Victory is yours! Don’t you just love the sound of that? I have played a lot video games, and on many consoles in my short life. People play video games to have fun, make money, pass the time, or just to relax, an forget about what has gone wrong in their day. Some people play games all day without sleeping or eating, that’s how serious it is.
The cost of health insurance is quickly on the rise, and employers and employees alike are feeling the financial weight. A large portion of high medical claims are associated with obesity and lifestyle choices, some of which can be reduced by making healthy changes. Due to the rise in cost, many employers are rewarding employees for participating in health screenings that measure things such as body mass index (BMI), blood pressure, cholesterol, blood sugar levels, lifestyle choices such a tobacco or excessive alcohol use, exercise, mental health, and amount of sleep. Employees can impact the cost of their healthcare by learning about their health risks, making lifestyle changes, and becoming accountable for their own health. Upon completing
They will be informed first and foremost of what they are already doing good and bad. If they can see that something’s that they already incorporated in their everyday life then they will be more acceptable to the change. They will learn how to grocery shop effectively. Which means they will be taught how to buy higher priced healthy foods over the cheaper bad foods without breaking the bank. They will also be taught how to how to cook healthy foods that are kid friendly.
I strongly value my health and believe that health is our greatest form of wealth. When one lives a healthy lifestyle, it means more opportunities to explore the world, build families, achieving anything the heart desires and conquering personal goals. The behavior change philosophy fits my personal philosophy of health education the most because it involves goal setting, behavioral contracts and self-monitoring to help foster the modification of an unhealthy habit. The behavior change philosophy is very important because change is a process, not an event. Self-efficacy and motivation are key factors in successful behavior changes.
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
Are video-games a sport? In recent years a pressing topic that has surfaced, especially among parents to children involved in such activities. I am of the belief that they are as real of a sport as football and hockey and that professional gamers should for all intents and purposes be considered athletes. And I write this in hopes of convincing even the most stubborn of reader that video games are, in fact, a sport.
For employees, things that aren’t intrinsically interesting requires extrinsic rewards to motivate. Employees can be motivated by extrinsic rewards such as additional monetary compensation, gifts, gift cards, or other monetary rewards. These types of rewards could lead to improved performance and higher motivation. It would also motivate a worker, but only satisfies the person’s lower-level needs. The flip side to this type of motivation stimuli, employees will want the same or better reward to maintain the same level of motivation and performance outcomes.
This is what we call exploit these opportunities the company has witnessed the development of focused marketing that did not exist previously .And software programmers and games to a new generation of business and marketing, professionals, business/information technology managers to act as a channel between the technical development and business development. The need to reconcile the principles and spirit of the game "alphabet" was a primary concern when
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
In general, a healthy diet can help to maintain a healthy body weight or improve overall health and decrease the risk of many diet-related chronic diseases, such as cardiovascular disease, diabetes and some cancers. There is a good evidence proved that eating a healthy diet can reduce the risk of obesity and illnesses such as diabetes, heart disease, stroke, osteoporosis and some types of cancer. The foods that people consume contains several different types of nutrients, which are all required for the vital processes of human body. Impact and contribution of a healthy diet to a positive lifestyle are according to people’s lifestyle, behavioral and habits. Examples, eating habits, health awareness, physical activity, lifestyle practices, and others that will influence people’s lifespan and lifestyle.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
4.4. Reward System: “Reward system is an important tool that management can use to channel the employee motivation in desired ways. In other words, reward systems seek to attract the people to join the organisation to keep them coming to work, and motivate them to perform to high levels”. [ct. Pratheepkanth 2011, pp.85].