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Gamification with Unity 5.x

You're reading from  Gamification with Unity 5.x

Product type Book
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Pages 328 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (16) Chapters

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Anatomy of Games 2. Who or What Am I? Understanding the Player 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

New and future directions


Everything that we have covered in this book, as well as the application itself, will provide you with a foundation to base any number of gamified approaches on, some of which are discussed in the following section. Of course, remember that gamified applications and approaches don't always have to be digital, and they shouldn't just be about badges, points, and rewards. A gamified experience should be considered as a complementary resource, something that gives you that extra kick when you really just can't be bothered, not something that is relied upon.

Uses within education

Using gamification in education is a topic with many different opinions, which would require an entire book or two to cover. However, you can use what you have learned in the book and apply it within an educational context. Some examples are listed in the following section, but I encourage you to explore what others have done throughout the world and be inspired.

Homework management

Kids don't...

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