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What is Yu-Kai Chou

Considerations on Education for Economic, Social, and Environmental Sustainability
He's the experienced designer who developed the “Octalysis” framework, which is mostly used in gamification. According to him, successful gamification starts with the basic impulses of the user, not the game elements. These basic impulses motivate the user in games or non-game areas. In the center of his octagon model, there're eight basic impulses called epic meaning & calling, development & accomplishment, social influence & relatedness, empowerment of creativity & feedback, ownership & possession, scarcity & impatience, unpredictability & curiosity, and loss & avoidance.
Published in Chapter:
Gamification and Gamification Mobile Application Examples in the Health Industry
Cansu Toprak (Bandirma Onyedi Eylul University, Turkey) and Hicran Özgüner Kiliç (Bandirma Onyedi Eylul University, Turkey)
DOI: 10.4018/978-1-6684-8356-5.ch016
Abstract
Significant developments in digital marketing activities and practices have intensified the practices of businesses in this direction. They have turned to different ways to retain their customers and increase their loyalty and to motivate their employees and to strengthen their performance. One of these ways is “gamification.” Gamification is used in many sectors from informatics to retail, from production to finance, from automotive to insurance, from medicine to health sector. The fact that the COVID-19 pandemic, which deeply affected the health sector, increased the sensitivity of individuals to monitor their health, also affected the development of mobile health applications. In this respect, the use of gamified content in mobile health applications has an important place for both patients and healthcare providers. With gamification, health services can be offered to the user in a mobile environment.
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