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On the use and abuse of gamification as a design strategy for geospatial applications
2020
unpublished
This thesis focuses on the analysis of the potential and problems of gamification as a design strategy for applications in the area of cartography and GIScience. Besides discussing the relevant definitions and demarcations to other related concepts like "serious games", "edutainment" and "games with a purpose", an attempt is made to not only outline theoretical underpinnings and presumptions legitimating the utilization of gamification and frameworks used for designing and implementing
doi:10.25365/thesis.62909
fatcat:tibcxrhxcrhk3jo3eecquevbzq