Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is Fun

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
The accomplishment of intrinsic satisfaction when fulfilling a task.
Published in Chapter:
Let's All Play Together: Motivations of Different Gamification User Types
Demos Parapanos (University of Cumbria, UK) and Eleni (Elina) Michopoulou (University of Derby, UK)
DOI: 10.4018/978-1-7998-9223-6.ch001
Abstract
Gamification is recognized as the next big thing in marketing by using game design elements in a non-game context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Stories, Games, and Learning through Play: The Affordances of Game Narrative for Education
An emotional response that is orthogonal to play. Work tasks can be experienced as fun, and play can be experienced as un-fun (e.g., losing, playing a game for professional gain or high stakes competition).
Full Text Chapter Download: US $37.50 Add to Cart
Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion
Is the positive emotional state that derives from taking part in activities that are amusing and engaging.
Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
The Use of Electronic Games in Distance Learning as a Tool for Teaching and Learning
defines as “in the sense of enjoyment and pleasure, puts us in a relaxed receptive frame of mind for learning. In addition to provide pleasure, play increases learners’ involvement, which also help them learn” (Prensky, 2001 p. 117).
Full Text Chapter Download: US $37.50 Add to Cart
Theories of Motivation for Adults Learning with Games
Full Text Chapter Download: US $37.50 Add to Cart
Psychomotricity and Development of Emotional Bonds Between Parents and Children in Early Childhood
State of mind after the performance of some action that causes joy, satisfaction, or distraction in the person who practices it.
Full Text Chapter Download: US $37.50 Add to Cart
The Fallacies of MDA for Novice Designers: Overusing Mechanics and Underusing Aesthetics
The subjective experience of enjoyment, often redefined by each individual designer. Notably, Raph Koster defines fun as learning, and the MDA paper introduces a taxonomy (including but not limited to sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission).
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR