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What is D6 Design Framework

Considerations on Education for Economic, Social, and Environmental Sustainability
Created by Kevin Werbach and Dan Hunter to improve gamification content. The model, each step of which begins with the letter D, combines game theory and motivation in six steps in the gamification system. These steps comprise: 1. Defining business objectives for the gamification project that will be undertaken, 2. Delineating the target behaviors that one hopes to encourage or discourage in players, 3. Describing the intended players, 4. Devising appropriate short-term engagement loops and long-term progression loops, 5. Being sure not to forget the fun, 6. Deploying the appropriate tools.
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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