LATENT REFERENCES / TAG2
gamification
Original title: gamification
This reference note belongs to Tag2 in Latent References, an archive curated by Keigo Yoshida. Its archive region is Pedestrian flow simulation. The note preserves its source text and links so that readers can trace the material behind the 3D map.
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Archived reference note
English translation of the archived note. JP shows the original text. Source links and literal code are retained; the translation does not update or independently verify the source claims.
Gamification is the application of computer-game design elements and game principles to nongame matters. It generally uses game-design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, usability, and more.
ゲーミフィケーションは、コンピュータゲームのゲームデザイン要素やゲームの原則をゲーム以外の物事に応用することを言う。 ゲーミフィケーションは一般に、ゲームデザイン要素を用いてユーザーエンゲージメントや組織の生産性、フロー、学習、クラウドソーシング、従業員の採用および評価、使いやすさなどを向上させるのに用いられる。
Source updated 2023-06-19 · Snapshot 2026-10-08
Source links and calculated neighbors
Cosine values measure shared lexical features, not truth, agreement or identical meaning. Original reference links are labeled separately.
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