Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Author: Bishop, Jonathan

Publisher: IGI Global

ISBN: 9781466650725

Category: Technology & Engineering

Page: 362

View: 437

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Human Behavior, Psychology, and Social Interaction in the Digital Era

Human Behavior, Psychology, and Social Interaction in the Digital Era

Author: Mesquita, Anabela

Publisher: IGI Global

ISBN: 9781466684515

Category: Psychology

Page: 373

View: 841

The advancement of new technologies has greatly increased the impact of information systems on daily human life. As technology continues to rapidly progress, human-computer interaction is quickly becoming a topic of interest. Human Behavior, Psychology, and Social Interaction in the Digital Era combines best practices and empirical research on social networking and other related technologies. Emphasizing creative and innovative implementation across various disciplines, this publication is a critical reference source for researchers, educators, students, IT managers, and government healthcare agencies concerned with the latest research in the fields of information systems and networks, mobile technology, cybercrime, and multitasking.

Evolving Issues Surrounding Technoethics and Society in the Digital Age

Evolving Issues Surrounding Technoethics and Society in the Digital Age

Author: Luppicini, Rocci

Publisher: IGI Global

ISBN: 9781466661233

Category: Technology & Engineering

Page: 317

View: 924

The advancement of technologies in the 20th century has radically transformed the interconnectedness of humans, science, and technology within an evolving society. Evolving Issues Surrounding Technoethics and Society in the Digital Age serves as an interdisciplinary base of scholarly contributions on the subject of technoethics, a field that deals with current and future problems that arise at the intersection of science, technological innovation, and human life and society. This premier reference work leverages ethical analysis, risk analysis, technology evaluation, and the combination of ethical and technological analyses within a variety of real life decision-making contexts, appealing to scholars and technology experts working in new areas of technology research where social and ethical issues emerge.

Integrating Video Game Research and Practice in Library and Information Science

Integrating Video Game Research and Practice in Library and Information Science

Author: Ratliff, Jacob A.

Publisher: IGI Global

ISBN: 9781466681767

Category: Language Arts & Disciplines

Page: 300

View: 469

Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Global Issues and Ethical Considerations in Human Enhancement Technologies

Global Issues and Ethical Considerations in Human Enhancement Technologies

Author: Thompson, Steven John

Publisher: IGI Global

ISBN: 9781466660113

Category: Computers

Page: 327

View: 920

With rapid advancements in human enhancement technologies, society struggles with many issues, such as definition, effects, participation, regulation, and control. Current and future initiatives in these technologies may not be in the participants’ best interests; therefore, it is imperative for research on humanitarian considerations to be available to those affiliated with this field. Global Issues and Ethical Considerations in Human Enhancement Technologies compiles prestigious research and provides a well-rounded composite of the field’s role in emerging technologies. Addressing both present and future concerns, this publication serves as a valuable reference work for researchers, students, professionals, and practitioners involved in computer science and the humanities, as well as many engaged in a humanities approach to metasystems, new artificial life, and robotics.

Societal Benefits of Freely Accessible Technologies and Knowledge Resources

Societal Benefits of Freely Accessible Technologies and Knowledge Resources

Author: Terán, Oswaldo

Publisher: IGI Global

ISBN: 9781466683372

Category: Computers

Page: 362

View: 852

Open access to information resources and technology can have a profound impact on the economic development of a region as well as society in general. In recent years, reaction against proprietary knowledge and technology has led to tremendous debate both in academic and professional circles. Societal Benefits of Freely Accessible Technologies and Knowledge Resources analyzes current perspectives on the advantages of unrestricted access to information resources and technology intended to advance the prospect for knowledge, innovation, and development across the globe. Touching on topics of relevance to the private and public sectors, this publication is ideally designed for use by policymakers, business managers, academicians, researchers, students, IT practitioners, and legal professionals.

Mobile Learning Applications in Early Childhood Education

Mobile Learning Applications in Early Childhood Education

Author: Papadakis, Stamatios

Publisher: IGI Global

ISBN: 9781799814887

Category: Education

Page: 408

View: 140

Mobile technologies combined with an interdisciplinary approach to knowledge and organization of learning experiences that are meaningful to children could create a creative and interactive learning environment different from that of traditional teaching. Making good use of mobile learning with appropriate devices will increase the learning motivations of the students and help them bring about positive performance. Mobile Learning Applications in Early Childhood Education is a collection of innovative research on the methods and applications of mobile learning techniques and strategies within diversified teaching settings. While highlighting topics including computational thinking, ubiquitous learning, and social development, this book is ideally designed for researchers, teachers, parents, curriculum developers, instructional designers, academicians, students, and practitioners seeking current research on the application of mobile technology within child education.

Cases on the Societal Effects of Persuasive Games

Cases on the Societal Effects of Persuasive Games

Author: Ruggiero, Dana

Publisher: IGI Global

ISBN: 9781466662070

Category: Technology & Engineering

Page: 345

View: 120

"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

Threat Mitigation and Detection of Cyber Warfare and Terrorism Activities

Threat Mitigation and Detection of Cyber Warfare and Terrorism Activities

Author: Korstanje, Maximiliano E.

Publisher: IGI Global

ISBN: 9781522519393

Category: Political Science

Page: 315

View: 131

Technology provides numerous opportunities for positive developments in modern society; however, these venues inevitably increase vulnerability to threats in online environments. Addressing issues of security in the cyber realm is increasingly relevant and critical to society. Threat Mitigation and Detection of Cyber Warfare and Terrorism Activities is a comprehensive reference source for the latest scholarly perspectives on countermeasures and related methods to enhance security and protection against criminal activities online. Highlighting a range of topics relevant to secure computing, such as parameter tampering, surveillance and control, and digital protests, this book is ideally designed for academics, researchers, graduate students, professionals, and practitioners actively involved in the expanding field of cyber security.

Gamification in Education and Business

Gamification in Education and Business

Author: Torsten Reiners

Publisher: Springer

ISBN: 9783319102085

Category: Mathematics

Page: 710

View: 878

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.