The rise of 5-1 Short Paper: The Rise of Gamification and Games in Society

• Research and identify one instance of gamification occurring in education, industry, entertainment, healthcare, or another area of daily living. • Who was the target audience? • What were the specific gamification mechanics? • What specific desires or needs of the target audience were at the center of the psychological focus of the gamification? • What was the desired end result? 2 pages 3 sources apa

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