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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!

Getting your game on without overdoing it


During the process of designing gamified applications, the motto that you should keep in mind is just because you can, doesn't mean you should, especially when you begin to add badges, points, and so on to your experience. Badges and points are not the answer to all motivational problems, just like gamification is not going to be the magic dust that you have been looking for to fix a broken system. The other consideration is to not think that gamification is like an additional layer to add to an existing system. In some cases, it is possible to integrate the two, so that one system that is already in place blends in with the new gamified approach, but it does require some work.

Understand what gamification is and what it is not

Many times, people assume that anything gamified is fun and that making tests digital is turning them into a game. Unfortunately, both those ideologies are false. For example, transforming multiple choice questions from requiring...

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