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Make-believe plays a far stronger role in both the design and use
of interfaces, games and services than we have come to believe.
This edited volume illustrates ways for grasping and utilising that
connection to improve interaction, user experiences, and customer
value. Useful for designers, undergraduates and researchers alike,
this new research provide tools for understanding and applying
make-believe in various contexts, ranging from digital tools to
physical services. It takes the reader through a world of
imagination and intuition applied into efficient practice, with
topics including the connection of human-computer interaction (HCI)
to make-believe and backstories, the presence of imagination in
gamification, gameworlds, virtual worlds and service design, and
the believability of make-believe based designs in various
contexts. Furthermore, it discusses the challenges inherent in
applying make-believe as a basis for interaction design, as well as
the enactive mechanism behind it. Whether used as a university
textbook or simply used for design inspiration, Digital
Make-Believe provides new and efficient insight into approaching
interaction in the way in which actual users of devices, software
and services can innately utilise it.
Gamification is the application of game-design elements and game
principles to non-game contexts, and has been used to solve
problems by applying characteristics of games. Though it has
principally been applied in the areas of business and education,
this book seeks to expand focus beyond this, looking at how
gamification can be used for social change, the development of
organizations and the implementation of the UN Sustainable
Development goals. Including contributors from across the glove, it
draws on a rich array of case studies, from inclusivity in the
workplace to ecosystems in the Amazon. A timely contribution to an
exciting, growing field, this book engages with the theoretical
framework and lays out the foundations for a rigorous theory-based
stream of research. It will be valuable reading to scholars and
practitioners interested in social change, sustainability,
gamification and organizational studies. Agnessa Spanellis (PhD,
MEng) is an Assistant Professor at Heriot-Watt University, Scotland
and a member of the Research Centre for Logistics and
Sustainability at Edinburgh Business School, leading research on
gamification for sustainable development and exploring how
gamification can improve social and environmental sustainability,
especially in more deprived and impoverished communities in
low-income counties. J. Tuomas Harviainen (PhD, MBA) works as
Associate Professor of information Practices at Tampere University,
Finland. Harviainen's work ranges from information sharing in
creative organizations to games and gamification. He firmly
believes that good research can also be a form of societal
activism.
Gamification is the application of game-design elements and game
principles to non-game contexts, and has been used to solve
problems by applying characteristics of games. Though it has
principally been applied in the areas of business and education,
this book seeks to expand focus beyond this, looking at how
gamification can be used for social change, the development of
organizations and the implementation of the UN Sustainable
Development goals. Including contributors from across the glove, it
draws on a rich array of case studies, from inclusivity in the
workplace to ecosystems in the Amazon. A timely contribution to an
exciting, growing field, this book engages with the theoretical
framework and lays out the foundations for a rigorous theory-based
stream of research. It will be valuable reading to scholars and
practitioners interested in social change, sustainability,
gamification and organizational studies. Agnessa Spanellis (PhD,
MEng) is an Assistant Professor at Heriot-Watt University, Scotland
and a member of the Research Centre for Logistics and
Sustainability at Edinburgh Business School, leading research on
gamification for sustainable development and exploring how
gamification can improve social and environmental sustainability,
especially in more deprived and impoverished communities in
low-income counties. J. Tuomas Harviainen (PhD, MBA) works as
Associate Professor of information Practices at Tampere University,
Finland. Harviainen's work ranges from information sharing in
creative organizations to games and gamification. He firmly
believes that good research can also be a form of societal
activism.
Make-believe plays a far stronger role in both the design and use
of interfaces, games and services than we have come to believe.
This edited volume illustrates ways for grasping and utilising that
connection to improve interaction, user experiences, and customer
value. Useful for designers, undergraduates and researchers alike,
this new research provide tools for understanding and applying
make-believe in various contexts, ranging from digital tools to
physical services. It takes the reader through a world of
imagination and intuition applied into efficient practice, with
topics including the connection of human-computer interaction (HCI)
to make-believe and backstories, the presence of imagination in
gamification, gameworlds, virtual worlds and service design, and
the believability of make-believe based designs in various
contexts. Furthermore, it discusses the challenges inherent in
applying make-believe as a basis for interaction design, as well as
the enactive mechanism behind it. Whether used as a university
textbook or simply used for design inspiration, Digital
Make-Believe provides new and efficient insight into approaching
interaction in the way in which actual users of devices, software
and services can innately utilise it.
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