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What is Videogame Universe

Virtual and Augmented Reality in Education, Art, and Museums
It is not dictated by the laws of physics, but by the most important sphere of the rules of the game that determines both the approach between the player and the game, and the ability of the game itself to communicate through the actions that the player must (or try) to accomplish: the gameplay.
Published in Chapter:
Gamification: To Engage Is to Learn
Biancamaria Mori (MenteZero, Italy)
Copyright: © 2020 |Pages: 12
DOI: 10.4018/978-1-7998-1796-3.ch005
Abstract
This chapter will discuss Gamification and video games, analyzing their peculiarities. After a brief historical introduction to the disciplines that intertwine the design of Gamification applications, such as User interaction, User Interface, and Game Design, authors analyze the real areas in which Gamification can be applied with verifiable results, citing scientific studies and examples of applications. We will see then how from the video games Toca Boca for children, to the “tourist” version of Assassin's Creed Oringis presented at the British Museum, up to the latest interactive applications for business training, the techniques of the game are exceeding the playful areas to make more deep human interaction with the real surrounding it.
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