Gamification is defined as the application of game-design elements (game mechanics) such as points, badges, ranking, and leader boards in non-game contexts. With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. With the intention of modifying behaviors, increasing fidelity or engaging people, by leveraging human motivations present in games.
Gamification is defined as the application of game-design elements (game mechanics) such as points, badges, ranking, and leader boards in non-game contexts. With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. With the intention of modifying behaviors, increasing fidelity or engaging people, by leveraging human motivations present in games.
Barnes & Noble is the world’s largest retail bookseller and a leading retailer of content, digital media and educational products. Our Nook Digital business offers a lineup of NOOK® tablets and e-Readers and an expansive collection of digital reading content through the NOOK Store®. Barnes & Noble’s mission is to operate the best omni-channel specialty retail business in America, helping both our customers and booksellers reach their aspirations, while being a credit to the communities we serve.