Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.
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Carlos Filipe Portela went to the University of Minho in Guimarães, where he studied information system and obtained his degree in 2007 (Lic), 2009 (MSc) and 2013 (PhD). He holds a PhD in Information Systems and Technologies in 2013. He belongs to the Research Centre ALGORITMI where he is developing his post-doctoral research work in the topic "Pervasive Intelligent Decision Support Systems". His research was started in the INTCare R&D project (Intensive Medicine area) being then extended to education and public administration areas. He already has relevant indexed publications in the main research topics: Intelligent Decision Support Systems, Intelligent Systems, Pervasive Data, Business Intelligence, Data Mining and Knowledge Discovery. He has also been co-organizer of several workshops and reviewer of many indexed journals and conferences in these topics. Currently he also is an Invited Assistant Professor of the Information Systems Department, School of Engineering, University of Minho, Portugal, where he has been supervising several master students in the areas above mentioned and a Guest Lecturer in Porto Polytechnic - ESMAD. He is always in a continuing looking for opportunities to research and innovation in the society.
Ricardo Queirós holds a PhD on Computer Science and is an assistant professor of Computer Science at the Polytechnic Institute of Porto. He is also a researcher in the field of e-learning interoperability and programming languages learning at the Center for Research in Advanced Computing Systems (CRACS) research group of INESC TEC Porto. He is also the author of 5 books regarding Android development and has almost 100 scientific publications focused on computer science education.
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Buch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students. Bestandsnummer des Verkäufers 9781799880899
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