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What is Gabe Zicherman

Considerations on Education for Economic, Social, and Environmental Sustainability
The concept of motivation-based gamification, which stands for status, access, power and stuff is the owner of the SAPS reward theory. Status: It’s the position of the user compared to other users in the application, supporting intrinsic motivation. Access: It’s the ownership of systems that are closed to use by accessing components that aren’t available to other users with privilege. Power: In the process, it’s giving users some power over other users in the system and owning the system. Stuff: To give players tangible rewards. It can be used by creating an extrinsic motivation effect to bring people outside the process into the system.
Published in Chapter:
Gamification and Gamification Mobile Application Examples in the Health Industry
Cansu Toprak (Bandirma Onyedi Eylul University, Turkey) and Hicran Özgüner Kiliç (Bandirma Onyedi Eylul University, Turkey)
DOI: 10.4018/978-1-6684-8356-5.ch016
Abstract
Significant developments in digital marketing activities and practices have intensified the practices of businesses in this direction. They have turned to different ways to retain their customers and increase their loyalty and to motivate their employees and to strengthen their performance. One of these ways is “gamification.” Gamification is used in many sectors from informatics to retail, from production to finance, from automotive to insurance, from medicine to health sector. The fact that the COVID-19 pandemic, which deeply affected the health sector, increased the sensitivity of individuals to monitor their health, also affected the development of mobile health applications. In this respect, the use of gamified content in mobile health applications has an important place for both patients and healthcare providers. With gamification, health services can be offered to the user in a mobile environment.
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