29,99 €
Gamification involves the process of leveraging the features of real games into real life. A gamified website has the potential to increase user engagement, ROI, and learning. This book will help you build gamified websites with PHP and jQuery by making you understand the gamification design process to implement game mechanics in practical applications.
Gamified websites are very popular amongst Internet users. The gamification of a web content draws users into action to empower them and help them develop new skills. Games engage user attention into the task and each task accomplished will mean the development and enhancement of new skills. This book will help you to apply the essence of games into real word applications such as business and education.
Build Gamified Websites with PHP and jQuery aims at empowering and educating the users with an educational gamified website. The book walks through the process of developing a gamified website. Through the course of the book, you will learn gamification development process. The book emphasizes on the application of game mechanics to motivate the user. You will then use the Fogg behaviour model to influence the user behaviour. By the end of the book, you will see yourself building more engaging yet simple websites based on rational principles.
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Seitenzahl: 127
Veröffentlichungsjahr: 2013
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First published: September 2013
Production Reference: 1160913
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Cover Image by Suresh Mogre (<[email protected]>)
Author
Detrick DeBurr
Reviewers
P. Alex (Pruteanu Alexandru)
Robert Wąs
Acquisition Editor
Pramila Balan
Commissioning Editor
Shreerang Deshpande
Technical Editors
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Cover Work
Shantanu Zagade
Detrick DeBurr currently serves as a co-founder of CUPID On The Go! Prior to this, he was Founder/CEO of Digital Rhythm Inc., an information technology services provider based in Dallas, Texas, USA. Detrick has served in various software development roles through his career. In 2005, Black Engineer Magazine named him a Modern Day Technology Leader.
He is a graduate of Darden University's Minority Equity Boot camp, a program that educates minority business owners to access the private equity capital markets. In 2001, Mr DeBurr received Stanford University's Digital Visions Fellowship for his efforts with the Digital Literacy Alliance in Ghana, West Africa.
Mr. DeBurr is the author of Deal Us In! How Black America Can Play and Win in the Digital Economy, Anji Publishing, 2001.
He has served his community as Chairman of the Planning and Zoning Commission in Cedar Hill, Texas. He has also served on the Board of St. Philips School and Community Center and chaired the Dallas Blueprint for Leadership Program, a program that prepares minorities to serve non-profit boards and committees. He is an active member of Omega Psi Phi Fraternity Inc..
I would like to thank my wife Sonya DeBurr for her patience during this book project. I would also like to thank Terry, Joshua, and Aisha (my children) for the inspiration and incentive to write this book.
P. Alex is a young webmaster who loves the Web. His full name is Pruteanu Alexandru and he was born in Moldavia. He is currently living in Italy, where he studies Web and Multimedia Technologies at the University of Udine. He wakes up every morning with the desire to learn something absolutely new and always tries to widen his knowledge.
He is currently working on several projects and putting together his experience, passion, and creativity. He is a happy Linux user and an open source advocate. He was selected at the Google Summer of Code, 2013 with his project Improve Joomla! Frontend Semantics & Accessibility for the Joomla! organization. He created a new library and implemented Schema.org microdata semantics in Joomla! CMS. In his free time, he works on a website called HenGames.com, which he has created himself. P. Alex is also keen on Psychology, Marketing, Design, and all that is connected to the Web world. His home page is http://p-alex.com; you can also find him on Twitter (@PAlexcom).
Robert Wąs is always watching out for something new. Professionally, he is a programmer who prefers working in scripting languages or Java and creating UI. He likes working with human-centered projects and constantly observes UX trends and user behavior. In his private life, he's a husband and father who takes a keen interest in education and gamification. He can be found live on Twitter at @robertwpl or Facebook at robert.was.krk.
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A few years ago, if you would have said "gamification" to someone, you would have gotten a weird look, as though you were concocting something new. Maybe you would have gotten a quick follow up question, "Huh? What is that?"
Today, that encounter would be very different. Although very misunderstood, businesses are taking gamification very seriously, as they find it more and more difficult to engage and ultimately retain customers.
In this book, we take a closer look at gamification. We assume you know nothing about gamification but have some background in website development. We walk you through the Gamification Design Framework outlined in this book, applying gamification principles along the way.
Although not difficult to understand, gamification requires an approach that is focused on user engagement and fun to develop systems.
When you are done, you will have a live project so you can demonstrate your understanding of key gamification principles.
Chapter 1, Gamifying the Educational Process, inventories the current uses of gamification in educational settings.
Chapter 2, The Framework, gives the reader a framework to apply to future gamification projects, as well as a visual mockup of the final website project we will be building for the rest of the book.
Chapter 3, Objectives and Target Behavior, takes the reader through the first few practical steps in the gamification process. We define the objectives and target behaviors for our project.
Chapter 4, The Players, helps us identify the characters, users, and stakeholders (that is, players) in our system along with their motivations.
Chapter 5, Activity, outlines the crux of the gamified system, the mechanics, elements, rules, and so on, of our website project.
Chapter 6, The Fun, helps the reader understand the difference between intrinsic and extrinsic motivation and what makes an activity enjoyable to engage in.
Chapter 7, The Wrap Up, wraps up all that we have done in earlier chapters. The reader iteratively goes through the gamification design framework, implementing more game elements to drive user behavior.
Appendix, Tables, contains tables outlining the Engagement Loops for each of Bartle's player types and an outline of the Gamification Design Framework for our gamified system.
To run the examples in the book, the latest version of the following software will be required:
The reader will find the material useful if they have a basic understanding of website development (HTML, JavaScript, CSS, and PHP).
This book is for IT professionals wanting to build gamified applications. You do need to understand basic HTML and the fundamentals of how websites work. If you have ever built a website of any kind, you are well on your way.
In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.
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A block of code is set as follows:
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Games have the potential to bring about phenomenal changes in an individual. Games have been used historically to improve skills, and in some cases develop new skills. The most visible example of gamification can be of the armed forces the world over, who conduct "war-games" to help soldiers experience the war environment and use their training skills to achieve the results. These games help them use and develop their skills. Although gamification methods need to be used cautiously, the advantages outweigh the cautions if the gamified process is implemented smartly.
Gamification is the use of strategies and techniques used by game designers, in situations other than games to get people to treat those situations more like a game. People confuse serious games, game theory, video game design, and gamification as one and the same. These could be things such as fun, rules, competition, points, and so on, and then applying them to non-game situations.
Gamification differs from serious games. Serious games are considered games, but they are not designed for the purpose of having fun. They are for more practical uses. Flight simulators, for example, have all the mechanics, technologies, and design processes found in a flight video game. Developers, however, create the video game for entertainment purposes, while the flight simulator has a more serious purpose.
Game theory, on the other
