Book picks similar to
Glued to Games: How Video Games Draw Us In and Hold Us Spellbound by Scott Rigby
game-design
non-fiction
gamification
psychology
Educational Research: Competencies for Analysis and Applications
Lorraine R. Gay - 1976
The reorganized text reflects a more balanced coverage of both quantitative and qualitative methodologies. Unique features of this revised edition include an approachable text your students won't mind reading and will want to keep; the accessible writing style, clear and concise explanations, and humorous tone demystify the research process; eleven cumulative Tasks throughout the text provide practice and skill development in doing research, step by step; expanded coverage of qualitative research and mixed methods Chapter 16 covering Narrative Research, and Chapter 17 covering Ethnographic Research, are new to this edition. Chapter 19, Mixed Methods, is also new to this edition. There is an expanded coverage of technology and an increased coverage of how to use technology in the research process. The 39 articles provided in the package (Text, Student Study Guide, and Website) are accompanied by a variety of pedagogical aids to help students learn to read research. research.
Designing for Behavior Change: Applying Psychology and Behavioral Economics
Stephen Wendel - 2013
This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.Learn the three main strategies to help people change behaviorIdentify your target audience and the behaviors they seek to changeExtract user stories and identify obstacles to behavior changeDevelop effective interface designs that are enjoyable to useMeasure your product’s impact and learn ways to improve itUse practical examples from products like Nest, Fitbit, and Opower