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A playing card is a piece of specially prepared card stock, heavy paper, thin cardboard, As casinos go through large numbers of decks each day, they may sometimes resell Look up playing card in Wiktionary, the free dictionary. Deutsch 路 Eesti 路 螘位位畏谓喂魏维 路 Espa帽ol 路 Esperanto 路 Euskara 路 賮丕乇爻蹖 路 Fiji Hindi 路 Fran莽ais.


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Demetrius III Eucaerus was a Seleucid ruler who reigned as King of Syria between 96 and 87 BC. He was a son of Antiochus VIII and, most likely, his Egyptian.


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From Wikipedia, the free encyclopedia. Jump to navigation Jump to search. "鈥婫amify" redirects here. For the Australian Children's TV series, see Gamify (TV series). Not to be confused with Game theory. Gamification is the application of game-design elements and game principles in non-game Gamification has been used to some extent by online casinos.


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Gamification can be used for ideation structured brainstorming to produce new ideas. And these techniques are used to help drive positive employee and organizational outcomes. A paper in science journal Nature credited Foldit's 57, players with providing useful results that matched or outperformed algorithmically computed solutions. Their main formal requirement is that they unmistakably identify the players and set them apart from other human or computer-controlled avatars. Gamification practitioners [] [] have pointed out that while the initial popular designs were in fact mostly relying on simplistic reward approach, even those led to significant improvements in short-term engagement.{/INSERTKEYS}{/PARAGRAPH} They confirm the players' achievements, symbolize their merits, [35] and visibly show their accomplishment of levels or goals. Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. In , Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. Badges are defined as visual representations of achievements [32] and can be earned and collected within the gamification environment. Game design elements are the basic building blocks of gamification applications. Some refer to the use of virtual currencies and virtual assets, data privacy laws and data protection, or labour laws. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward. MyFitnessPal was named as the app that used the most gamification elements. One important type of technological design in gamification is the player centered design. {PARAGRAPH}{INSERTKEYS}Gamification is the application of game-design elements and game principles in non-game contexts. Gamification conferences have also retroactively incorporated simulation; e. Leaderboards rank players according to their relative success, measuring them against a certain success criterion. Students are ranked in their class based on their earned grade-point average GPA , which is comparable to earning a high score in video games. Alix Levine, an American security consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. For example, the Casumo and Casino Heroes brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits. Concern was also expressed in a study analyzing outcome data from users who competed in gamified and incentivized exercise challenges while wearing wearable devices. Though the term "gamification" first appeared online in the context of computer software in , [95] [a] it did not gain popularity until Several researchers consider gamification closely related to earlier work on adapting game-design elements and techniques to non-game contexts. Types of rewards include points, [22] achievement badges or levels, [23] the filling of a progress bar, [24] or providing the user with virtual currency. Points are basic elements of a multitude of games and gamified applications. Advergames: Usually games based-off popular mobile game templates, such as ' Candy Crush ' or ' Temple Run'. He also says that gamification can encourage unintended behaviours. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if the story is in line with their personal interests. Gamification has also been applied to authentication. Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Fuchs [] points out that gamification might be driven by new forms of ludic interfaces. Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, [56] [57] STD prevention, [58] [59] and infection prevention and control. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning. Gamification is used in corporate training to motivate employees to apply what they learned in the training to their job, theoretically this should improve performance. It is suggested that these games could be used to " level up " a password, thereby improving its strength over time. In a review of of the top health and fitness apps in the Apple app store, in , using gamification as a method to modify behavior, the authors concluded that "Despite the inclusion of at least some components of gamification, the mean scores of integration of gamification components were still below 50 percent. Gamification commonly employs game design elements [1] [3] [4] [5] [2] to improve user engagement, [6] [7] [8] organizational productivity, [9] flow , [10] [11] learning , [12] [13] crowdsourcing , [14] employee recruitment and evaluation, ease of use , usefulness of systems, [11] [15] [16] physical exercise , [17] traffic violations, [18] voter apathy, [19] and more. Usually to encourage engagement, loyalty and product education. Gamification has also been used in customer loyalty programs. There is some indication that gamification can be particularly motivational for students with dyslexia in educational situations. The legal uncertainty surrounding the virtual currency schemes might constitute a challenge for public authorities, as these schemes can be used by criminals, fraudsters and money launderers to perform their illegal activities. This was also true for the inclusion of game elements and the use of health behavior theory constructs , thus showing a lack of following any clear industry standard of effective gaming, gamification, or behavioral theory in health and fitness apps. By graphically displaying the player's performance over a fixed period, they focus on improvements. Meaningful stories are game design elements that do not relate to the player's performance. Avatars are visual representations of players within the game or gamification environment. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond the mere quest for points and achievements. For example, the possibilities of using a game like Guitar Hero can help someone learn a password implicitly. Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company. In that study the authors conjectured that data may be highly skewed by cohorts of already healthy users, rather than the intended audiences of participants requiring behavioral intervention. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. Terri Schwartz IGN said it was "secretly the best exercise app out there," and that it changed her daily walking routine. Example of this would be "I love Bees". In the end, the promotional game brought in more money than the originally titled film. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. Examples of gamification in business context include the U. As an example, Levine mentioned reputation scores. Gamification has been widely applied in marketing. The 5 steps are: an individual or company has to know their player their target audience , identify their mission their goal , understand human motivation the personality, desires, and triggers of the target audience , apply mechanics points, badges, leaderboards, etc. Gamification , an event exploring the future of gamification, was held at the University of Waterloo Stratford Campus in October Through gamification's growing adoption and its nature as a data aggregator, multiple legal restrictions may apply to gamification. The Chinese government has announced that it will begin using gamification to rate its citizens in , implementing a Social Credit System in which citizens will earn points representing trustworthiness. Gamification has been used in an attempt to improve employee productivity, healthcare, financial services, transportation, government, [67] [68] and others. Brandification in-game advertising : Messages, images or videos promoting a Brand, Product or Service within a game's visuals components. A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research. Performance graphs, which are often used in simulation or strategy games, provide information about the players' performance compared to their preceding performance during a game. However, the motivational potential of leaderboards is mixed. Game designers like Jon Radoff and Margaret Robertson have also criticized gamification as excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics. Werbach and Hunter [32] regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at the bottom end of the leaderboard. Will Wright , designer of the video game SimCity , was the keynote speaker at the gamification conference Gsummit In addition to companies that use the technique, a number of businesses created gamification platforms. Mobile, context-sensitive serious games for sports and health have been called exergames. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. A video game created to advertise the originally titled movie. Nintendo's " GoldenEye" is a classic example. Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments. Education and training are areas where there has been interest in gamification. Another approach to gamification is to make existing tasks feel more like games. Gamification also has been used as a tool for customer engagement , [52] and for encouraging desirable website usage behaviour. Transmedia: The result of taking a media property and extending it into a different medium for both promotional and monetisation purposes. Crowdsourcing has been gamified in games like Foldit , a game designed by the University of Washington , in which players compete to manipulate proteins into more efficient structures. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games. Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism , or closure, or simply their response to the framing of a situation as game or play. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. Deterding et al. Gamification has been applied to almost every aspect of life. Gamification has been used to some extent by online casinos. Players maintained virtual habitats across the Canton of Zurich to attract and collect endangered species of animals. University of Hamburg researcher Sebastian Deterding has characterized the initial popular strategies for gamification as not being fun and creating an artificial sense of achievement. Zombies, Run! Moreover, even traditional management information systems e. Based on the design methodology user-centered design , its main goal is to promote greater connectivity and positive behavior change between technological consumers. As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. These games are then recreated via platforms like WIX with software from the likes of Gamify , in order to promote Brands, Products and Services. In a review of health apps in the Apple App Store , more than apps showed a positive correlation between gamification elements used and high user ratings. The use of virtual currencies, in contrast to traditional payment systems, is not regulated. Such systems are excellent candidates for further 'gamification' in their design. A large number of different badges are available, and when a user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges. Users can also complete quests sets of related activities and gain achievement badges for fitness milestones.