Build Gamified Websites with PHP and jQuery - Detrick DeBurr - E-Book

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Detrick DeBurr

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Beschreibung

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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Table of Contents

Build Gamified Websites with PHP and jQuery
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Gamifying the Educational Process
What exactly is gamification?
Schools using gamification
History of gamification in education
Monopoly Academy
Khan Academy
Spongelab
Youtopia
Quest2Learn
World of Classcraft
Gamification in universities
The future of gamification in education
Gamification in the classroom
Having fun at school
Summary
2. The Framework
Business objectives
Target behaviors
Players
Activity loops
Progression loops
Fun
Tools
Account creation screen
Summary
3. Objectives and Target Behavior
Fogg behavioral model
Motivation
Ability
Triggers
Triggers in our application
Increasing our players' ability
Motivating our players
Identify internal and external triggers
Intended action
Variable reward
Our development environment
Installing a LAMP stack
Troubleshooting the WAMP server setup
Summary
4. The Players
Bartle Test of Gamer Psychology
Killers
Leaderboards
Rewards for defending and critiquing posts
Achievers
Badges
Leveling/progress
Challenges
Socializers
Explorers
Our players
Creating the MySQL database
Creating our tables
Summary
5. Activity
Pyramid of game elements
Gamification toolbox – better than PBLs
The VuPoint application
jQuery
Vupoint.js
Index.html
The Home page
Account Creation Page
Validate the form
Writing a new account to the database
The Login Page
Main page view
Summary
6. The Fun
Intrinsic versus extrinsic behavior
What makes "fun" fun?
The player's experience
Competency
Autonomy
Relatedness
The Scoring module
AjaxHandler.php
The Achievement module
The Leaderboard module
Players currently online
Summary
7. The Wrap Up
Just the beginning
Third party plugins
Gigya plugins
Badgeville
More resources
Gamification
PHP
MySQL
jQuery
A. Tables
Engagement loops (Table A – 1)
Player type: Killer
Player type: Achiever
Player type: Socializer
Player type: Explorer
Gamification design matrix (Table A – 2)
Index

Build Gamified Websites with PHP and jQuery

Build Gamified Websites with PHP and jQuery

Copyright © 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2013

Production Reference: 1160913

Published by Packt Publishing Ltd.

Livery Place

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Birmingham B3 2PB, UK.

ISBN 978-1-78216-811-9

www.packtpub.com

Cover Image by Suresh Mogre (<[email protected]>)

Credits

Author

Detrick DeBurr

Reviewers

P. Alex (Pruteanu Alexandru)

Robert Wąs

Acquisition Editor

Pramila Balan

Commissioning Editor

Shreerang Deshpande

Technical Editors

Anita Nayak

Vrinda Nitesh Bhosale

Copy Editors

Sayanee Mukherjee

Aditya Nair

Adithi Shetty

Project Coordinator

Amigya Khurana

Proofreader

Joel Johnson

Indexer

Monica Ajmera Mehta

Graphics

Ronak Dhruv

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Author

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.

About the Reviewers

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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Preface

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.

What this book covers

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.

What you need for this book

To run the examples in the book, the latest version of the following software will be required:

WAMP ServerPHP (Version 5.0 or higher)MySQLMySQL Workbench (optional)JQuery LibraryText Editor

The reader will find the material useful if they have a basic understanding of website development (HTML, JavaScript, CSS, and PHP).

Who this book is for

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.

Conventions

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.

Code words in text are shown as follows: "Name the database VuPoint."

A block of code is set as follows:

[DELIMITER // -- Procedure Name: SelectOnlinePlayers -- Procedure Purpose: Returns a lists of players how currently logged in is true CREATE PROCEDURE 'vupoint'.'SelectOnlinePlayers'() BEGIN Select * from Player where CurrentlyLoggedIn=true; END// DELIMITER;

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Click on the Databases menu".

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Downloading the example code

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Questions

You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.

Chapter 1. Gamifying the Educational Process

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.

What exactly is gamification?

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