Description
With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online.
Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.
Author's/Editor's Biography
Jonathan Bishop (Ed.)
Jonathan Bishop is an information technology executive, researcher and writer. Having gained an MSc in E-Learning in 2004 he went on to found the Centre for Research into Online Communities and E-Learning Systems, which now outputs a significant amount of research in these areas. During his MSc he devised the Classroom 2.0 concept, and his Digital Classroom of Tomorrow Project has been replicated across Europe, as discussed in this book. Jonathan has at the time of going to press over 35 publications, and is the most published academic in the area of Internet trolling. He is also a school governor in the Welsh village of Treforest, a private tutor, and a director of an educational social enterprise based in Swansea.