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Download elsword void cheat11/1/2023 The last sec - tion of the chapter takes a closer look at the newly established relation between gamification and quantification regimes and neuroscience and how neuroscience is used and transformed to serve them. Diposting oleh Unknown di 10. This section is followed by close examination of Melon, a set comprising a headband and mobile app that analyses the activity of its users’ brains in order to provide tips on how to stay more focused. We need you to disable the antivirus to use the hack Download: Hack Elsword 12.0 or Elsword Hack - 12.0 Scan: HERE //100 Virus clean. The chapter starts with a general introduction to gamification/quantification as well as quantified self-tracking, and then presents types of quantified self-tracking tools that introduce aspects of gamification. In this chapter I will try to show how these regimes interfere with neuroscience in or- der to become even more persuasive and, essentially, successful. Both gamification and quantification – in my understanding – aim at general behavioural change, resulting in outcomes perceived as positive. My aim is to show the dual nature of links between gamification/quantification regimes and neuroscience (in particular neuroimaging) with its ability to present our neural activity as transparent. It is mainly based on the ex- ample of Melon – a headband and an app to measure focus on a daily basis. This paper (chapter) addresses the relation between neuroscientific self-quantification devices and quantification/gamification procedures.
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