The past 500 years have seen 16 cases in which a rising power threatened to displace a ruling one. Twelve of these ended in war.
war
The past 500 years have seen 16 cases in which a rising power threatened to displace a ruling one. Twelve of these ended in war.
war
The goal of a gamified system is to foster user engagement and improve a target outcome, such as user participation, learning, purchase, social interaction, and, ultimately, productivity (Hamari and Koivisto 2013).
Goal, target
Gamification is defined as the use of game elements in nongame contexts (Deterding et al. 2011).
measure the effects of gamification.