Irresistible apps : motivational design patterns for apps, games, and web-based communities
(eBook)

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Published
[Berkeley] : Apress, [2014].
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eBook
ISBN
9781430264224, 1430264225
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1 online resource : illustrations
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English
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10.1007/978-1-4302-6422-4

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Includes bibliographical references and index.
Description
When you create an app, a website, or a game, how do you get users, and perhaps more importantly, how do you keep them? Irresistible Apps explains exactly how to do this using a library of 27 motivational design patterns and real-world examples of how they work. As a developers, you need to retain users in the new economy of advertisements, subscriptions, and in-app purchases, but you may be difficult to understand exactly how to do this. For example, what is so appealing about Angry Birds? Why do people get addicted to games like World of Warcraft? What makes Amazon users keep buying from Amazon? Why do so many people love Khan Academy? Why do people care about Reddit karma? The answers are found in Gameful patterns, Social patterns, Interface patterns, and Information patterns. Not only will you learn about these patterns, you'll also learn why they work using psychological theories of intrinsic motivation, behavioral psychology, and behavioral economics. Using this knowledge, good and bad implementations of the patterns are shown so practitioners can use the patterns effectively and avoid pitfalls along the way.
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O'Reilly,O'Reilly Online Learning: Academic/Public Library Edition

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Citations

APA Citation, 7th Edition (style guide)

Lewis, C. (2014). Irresistible apps: motivational design patterns for apps, games, and web-based communities . Apress.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Lewis, Chris. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. Apress.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Lewis, Chris. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities Apress, 2014.

MLA Citation, 9th Edition (style guide)

Lewis, Chris. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities Apress, 2014.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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14168047-3405-0cac-9a34-3559d7f882bf-eng
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Grouped Work ID14168047-3405-0cac-9a34-3559d7f882bf-eng
Full titleirresistible apps motivational design patterns for apps games and web based communities
Authorlewis chris
Grouping Categorybook
Last Update2024-04-16 12:23:35PM
Last Indexed2024-04-17 02:13:38AM

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5050 |a At a Glance; Chapter 1: Introduction to Motivational Design; Motivational Design; The Irresistible Smartphone; The Zero-Sum Game; Motivational Design Patterns; How to Read This Book; Chapter 4: Gameful Patterns; Chapter 5: Social Patterns; Chapter 6: Interface Patterns; Chapter 7: Information Patterns; Chapter 9: Temporal Dark Patterns; Chapter 10: Monetary Dark Patterns; Chapter 11: Social Capital Dark Patterns; Conclusion; Chapter 2: Psychology of Motivation; Cargo Cult Design; Behavioral Psychology; Intrinsic Motivation Theories; The Importance of Learning: Malone.
5058 |a Autonomy, Competence, and Relatedness: Deci and RyanSelf-Determination Theory; Cognitive Evaluation Theory; A Multifaceted View: Reiss; Behavioral Economics; Conclusion; Chapter 3: Understanding Design Patterns; Pattern Languages; Using Motivational User Stories to Discover Patterns; Motivational User Stories; Motivational Design Pattern Definition; How Users Perceive a Motivational Design Pattern; Pattern Discovery; Prototype Theory; On the Correctness of Patterns, or Lack Thereof; Pattern Description and Organization; Pattern Template; Shorthand Notations; Organization of Patterns.
5058 |a Motivational Design PatternsMotivational Dark Patterns; Conclusion; Chapter 4: Gameful Patterns; When to Use; Pattern: Collection; How It's Used; What to Watch for; Specialization of Collection: Badge; How It's Used; What to Watch for; Pattern: Growth; How It's Used; Pattern: Increased Responsibility; How It's Used; Pattern: Leaderboard; How It's Used; What to Watch for; Pattern: Score; How It's Used; What to Watch for; Conclusion; Chapter 5: Social Patterns; When to Use; Pattern: Activity Stream; How It's Used; Pattern: Broadcast; How It's Used; What to Watch For.
5058 |a Specialization of Broadcast: Social FeedbackHow It's Used; What to Watch For; Pattern: Contact List; How It's Used; What to Watch For; Pattern: Identifiable Community; How It's Used; What to Watch For; Specialization of Identifiable Community: Meta-Area; How It's Used; What to Watch For; Pattern: Identity Shaping; How It's Used; What to Watch For; Pattern: Item Sharing; How It's Used; Conclusion; Chapter 6: Interface Patterns; When to Use; Pattern: Notifications; How It's Used; What to Watch For; Pattern: Praise; How It's Used; What to Watch For; Pattern: Predictable Results; How It's Used.
5058 |a What to Watch ForPattern: State Preservation; How It's Used; What to Watch For; Pattern: Undo; How It's Used; Conclusion; Chapter 7: Information Patterns; When to Use; Pattern: Customization; How It's Used; What to Watch For; Specialization of Customization: Filters; How It's Used; What to Watch For; Pattern: Intriguing Branch; How It's Used; Pattern: Organization of Information; How It's Used; Pattern: Personalization; How It's Used; What to Watch For; Pattern: Reporting; How It's Used; Pattern: Search; How It's Used; What to Watch For; Pattern: Task Queue; How It's Used; What to Watch For.
520 |a When you create an app, a website, or a game, how do you get users, and perhaps more importantly, how do you keep them? Irresistible Apps explains exactly how to do this using a library of 27 motivational design patterns and real-world examples of how they work. As a developers, you need to retain users in the new economy of advertisements, subscriptions, and in-app purchases, but you may be difficult to understand exactly how to do this. For example, what is so appealing about Angry Birds? Why do people get addicted to games like World of Warcraft? What makes Amazon users keep buying from Amazon? Why do so many people love Khan Academy? Why do people care about Reddit karma? The answers are found in Gameful patterns, Social patterns, Interface patterns, and Information patterns. Not only will you learn about these patterns, you'll also learn why they work using psychological theories of intrinsic motivation, behavioral psychology, and behavioral economics. Using this knowledge, good and bad implementations of the patterns are shown so practitioners can use the patterns effectively and avoid pitfalls along the way.
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