
Research Report on Gaming
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Post a project like this4667
$250
- Posted:
- Proposals: 8
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- #266307
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Content writer, business writer, researcher, business analyst, web development, graphics and powerpoint presentations
463164224492461187460071456288149248172964430157
Description
Experience Level: Expert
Gaming and Gamification Research Report
Time allotment: Due by August 1st
Topic: Gaming and Gamification
Target length: 40-50 pages
How is video gaming (online and on consoles) currently being utilized? By whom? How can we expect it to be utilized in the future?
How is gaming going to affect the future?
How will true immersive virtual reality affect gaming in the future?
What are some current examples of effective uses of gamification in changing societal behavior?
How could gamification of businesses, societies, education, and collaborative projects affect the future?
Purpose: We plan to use this research to highlight the importance of gamification and gaming in the future. We will then use this information in reports and presentations for a variety of different industries and audiences.
Structure: Research should be organized in a logical, concise manner. Bullet points should summarize the main points of the reference you’re citing. Any important stats or shocking facts should definitely be included in the bullet points. Don’t forget to include a hyperlink to each citation. References should all be relatively new. Data before 2006 is generally not relevant, unless it relates to a prediction that was made in that time period that became true later.
Notes: Wherever “gaming” is mentioned, we mean video games online and on consoles, not gambling or any other form of gaming.
Time allotment: Due by August 1st
Topic: Gaming and Gamification
Target length: 40-50 pages
How is video gaming (online and on consoles) currently being utilized? By whom? How can we expect it to be utilized in the future?
How is gaming going to affect the future?
How will true immersive virtual reality affect gaming in the future?
What are some current examples of effective uses of gamification in changing societal behavior?
How could gamification of businesses, societies, education, and collaborative projects affect the future?
Purpose: We plan to use this research to highlight the importance of gamification and gaming in the future. We will then use this information in reports and presentations for a variety of different industries and audiences.
Structure: Research should be organized in a logical, concise manner. Bullet points should summarize the main points of the reference you’re citing. Any important stats or shocking facts should definitely be included in the bullet points. Don’t forget to include a hyperlink to each citation. References should all be relatively new. Data before 2006 is generally not relevant, unless it relates to a prediction that was made in that time period that became true later.
Notes: Wherever “gaming” is mentioned, we mean video games online and on consoles, not gambling or any other form of gaming.
Glen H.
100% (1)Projects Completed
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Last project
21 Jul 2013
United States
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