Emerging Research and Trends in Gamification

Emerging Research and Trends in Gamification

Harsha Gangadharbatla (University of Colorado Boulder, USA) and Donna Z. Davis (University of Oregon, USA)
Indexed In: SCOPUS
Release Date: August, 2015|Copyright: © 2016 |Pages: 455
ISBN13: 9781466686519|ISBN10: 1466686510|EISBN13: 9781466686526|DOI: 10.4018/978-1-4666-8651-9


Game design has shifted from the development of games for entertainment to the creation of games with a more meaningful purpose. Game principles and theories can be applied to interactive programs in a variety of fields and professions. Researchers continue to examine the many ways games can be applied to real-world settings.

Emerging Research and Trends in Gamification brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. Including discussions from both industry and academic perspectives, this publication explores the growing research in this interesting and dynamic field, serving as an essential reference source for academicians, professionals, researchers, and upper level students interested in the applications of game-thinking and gaming dynamics across various disciplines including marketing, journalism, education, and human resources.

This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as additional topics including, but not limited to, digital development, game design, human resource processes, market research, online journalism, social change, and video game learning.

Topics Covered

The many academic areas covered in this publication include, but are not limited to:

  • Digital Development
  • Game Design
  • Human Resource Processes
  • Market Research
  • Online Journalism
  • Social Change
  • Video Game Learning

Reviews and Testimonials

Scholars of communication and psychology explore the application of game thinking and game dynamics in non-game contexts to engage users, increase participation, facilitate learning, and solve problems, often through continuous and instant feedback. They cover designing successful gamification, business, education, social change and health, and journalism. Among their topics are gaining reward versus avoiding loss: when gamification stops being fun, the gamification of human resources processes, a theoretical approach to education gamification, a framework for collaboration between game designers and social change makers, and interactivity and customization to reach users of games and quizzes in online journalism.

– ProtoView Book Abstracts (formerly Book News, Inc.)

Table of Contents and List of Contributors

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Author(s)/Editor(s) Biography

Harsha Gangadharbatla (Ph.D., University of Texas) is an associate professor and the interim chair of the department of advertising, public relations and media design in the college of media, communication and information at the University of Colorado Boulder. His research focuses on new and emerging media, social and economic effects of advertising, and environmental communication. He has authored (or co-authored) over 40 publications including conference proceedings.
Donna Davis earned a Ph.D. in Mass Communication from the University of Florida studying the strength of relationships formed in virtual worlds. Her current research extends to the development of community and interpersonal relationships in virtual environments and other emerging social media with a focus on health and disability communities. Her interests also focus on new media technologies that shape the human condition and change behavior via gamification. Prior to life in academia, she had a successful career of more than 25 years in public relations and development, while teaching at the College of Journalism and Communication at UF.