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社交与激励:教育出版的游戏化元素应用
引用本文:贺子岳,杨宇.社交与激励:教育出版的游戏化元素应用[J].出版与印刷,2021,31(4):6-12.
作者姓名:贺子岳  杨宇
作者单位:1.武汉理工大学法学与人文社会学院
基金项目:中央高校基本科研业务费专项资金资助项目“移动场景下的教育出版融合路径研究”(编号2020-zy-210)
摘    要:在出版产业融合发展的时代背景下,教育出版活动正在逐渐引入游戏化这一内容呈现手段。文章结合DMC三元素概念对相关融合出版服务的功能设置进行综合考察。结果显示,目前一些出版内容服务提供者已经在产品制作、内容服务、用户体验等方面进行了游戏化的积极探索,游戏化元素能够通过用户的持续使用和社交关系的建立为教育出版的融合发展创造机会。

关 键 词:游戏化    游戏化元素    教育出版    融合发展    DMC三元素

Social Contact and Motivation: the Application of Gamification Elements in Educational Publishing
HE Ziyue,YANG Yu.Social Contact and Motivation: the Application of Gamification Elements in Educational Publishing[J].Publishing & Printing,2021,31(4):6-12.
Authors:HE Ziyue  YANG Yu
Institution:1.School of Law, Humanities and Sociology, Wuhan University of Technology
Abstract:In the context of the integration development of the publishing industry, educational publishing activities are gradually introducing gamification as an important means of content presentation. This paper conducts a comprehensive examination of the functional settings of the relevant integrated publishing services with the help of the DMC three elements. The results show that some publishing content service providers have already actively explored and experimented with gamification in terms of production, content services and user experience, and that these gamification elements can create opportunities for the integration development of educational publishing through users' continuous use and social relationships.
Keywords:
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