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Habitica UI
Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. It was founded on January 30, 2013. The application uses the format of a role-playing game to organize tasks. Habitica is an open source project. Concept Habitica is a self-improvement web application that uses game mechanics to assist users in structuring their behavior. The game is laid out in the form of an RPG in which the player collects items such as gold and armor to become more powerful. Rewards are achieved through maintaining real-life goals in the form of Habits, Dailies, and To-Dos. Habits In Habitica, Habits are long-term goals that are utilized to change a person's habits. These Habits can be set to either 'positive', 'negative', or both. For example: * A predefined Habit may be "1 hour of productive work". If a user records an hour of productive work on the Habitica app, they will gain experience and gold; this is a positive Habit. * A predefined Habit ...
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Task Management
Task management is the process of managing a task through its life cycle. It involves planning, testing, tracking, and reporting. Task management can help either individual achieve goals, or groups of individuals collaborate and share knowledge for the accomplishment of collective goals.Maus, Heiko, M.P. van der Aalst, Wil, Rickayzen, Alan, Riss, Uwe. V. “Challenges for Business Processes and Task Management,” Journal of Universal Knowledge Management. Volume 0, Issue 2, 2005. Tasks are also differentiated by complexity, from low to high. Effective task management requires managing all aspects of a task, including its status, priority, time, human and financial resources assignments, recurrence, dependency, notifications and so on. These can be lumped together broadly into the basic activities of task management. Managing multiple individuals or team tasks may be assisted by specialized software, for example workflow or project management software, and such a type of soft ...
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Genre Convention
Genre fiction, also known as popular fiction, is a term used in the book-trade for fictional works written with the intent of fitting into a specific literary genre, in order to appeal to readers and fans already familiar with that genre. A number of major literary figures have written genre fiction. John Banville publishes crime novels as Benjamin Black, and both Doris Lessing and Margaret Atwood have written science fiction. Georges Simenon, the creator of the Maigret detective novels, has been described by André Gide as "the most novelistic of novelists in French literature". The main genres are crime, fantasy, romance, science fiction and horror—as well as perhaps Western, inspirational and historical fiction. The opposite of genre fiction is mainstream fiction. Slipstream genre is sometimes located in between the genre and non-genre fictions. Genre and the marketing of fiction In the publishing industry the term "category fiction" is often used as a synonym for gen ...
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Motivation
Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-directed behavior. It is often held that different mental states compete with each other and that only the strongest state determines behavior. This means that we can be motivated to do something without actually doing it. The paradigmatic mental state providing motivation is desire. But various other states, such as beliefs about what one ought to do or intentions, may also provide motivation. Motivation is derived from the word 'motive', which denotes a person's needs, desires, wants, or urges. It is the process of motivating individuals to take action in order to achieve a goal. The psychological elements fueling people's behavior in the context of job goals might include a desire for money. Various competing theories have been proposed co ...
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Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Techniques Gamification techniques are intended to leverag ...
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Google Docs, Sheets, Slides And Forms
Google Drive is a file storage and synchronization service developed by Google. Launched on April 24, 2012, Google Drive allows users to store files in the cloud (on Google's servers), synchronize files across devices, and share files. In addition to a web interface, Google Drive offers apps with offline capabilities for Windows and macOS computers, and Android and iOS smartphones and tablets. Google Drive encompasses Google Docs, Google Sheets, and Google Slides, which are a part of the Google Docs Editors office suite that permits collaborative editing of documents, spreadsheets, presentations, drawings, forms, and more. Files created and edited through the Google Docs suite are saved in Google Drive. Google Drive offers users 15  GB of free storage through Google One. Google One also offers 100 GB, 200 GB, 2  TB, offered through optional paid plans. Files uploaded can be up to 750 GB in size. Users can change privacy settings for individual f ...
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The Power Of Habit
''The Power of Habit - Why We Do What We Do in Life and Business'' is a book by Charles Duhigg, a '' New York Times'' reporter, published in February 2012 by Random House. It explores the science behind habit creation and reformation. The book reached the best seller list for '' The New York Times'', Amazon.com, and '' USA Today''. It was long listed for the Financial Times and McKinsey Business Book of the Year Award in 2012. Synopsis Habit loop The Habit loop is a neurological pattern that governs any habit. It consists of three elements: a cue, a routine, and a reward. Understanding these components can help in understanding how to change bad habits or form good ones. The habit loop is always started with a cue, a trigger that transfers the brain into a mode that automatically determines which habit to use. The heart of the habit is a mental, emotional, or physical routine. Finally there is a reward, which helps the brain determine if this particular loop is worth remem ...
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Kickstarter
Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, Kickstarter has received $6.6 billion in pledges from 21 million backers to fund 222,000 projects, such as films, music, stage shows, comics, journalism, video games, board games, technology, publishing, and food-related projects. People who back Kickstarter projects are offered tangible rewards or experiences in exchange for their pledges. This model traces its roots to subscription model of arts patronage, where artists would go directly to their audiences to fund their work. History Kickstarter launched on April 28, 2009, by Perry Chen, Yancey Strickler, and Charles Adler. ''The New York Times'' called Kickstarter "the people's NEA". ''Time'' named it one of the "Best Inventions of 2010" and "Best Websites of 2011". Kickstarter repo ...
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Android (operating System)
Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance and commercially sponsored by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. Most versions of Android are proprietary. The core components are taken from the Android Open Source Project (AOSP), which is free and open-source software (FOSS) primarily licensed under the Apache License. When Android is installed on devices, the ability to modify the otherwise free and open-source software is usually restricted, either by not providing the corresponding source code or by preventing reinstallation through technical measures, thus rendering the installed version proprietary. Most Android devices ship with additional ...
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Mobile App
A mobile application or app is a computer program or software application designed to run on a mobile device such as a phone, tablet, or watch. Mobile applications often stand in contrast to desktop applications which are designed to run on desktop computers, and web applications which run in mobile web browsers rather than directly on the mobile device. Apps were originally intended for productivity assistance such as email, calendar, and contact databases, but the public demand for apps caused rapid expansion into other areas such as mobile games, factory automation, GPS and location-based services, order-tracking, and ticket purchases, so that there are now millions of apps available. Many apps require Internet access. Apps are generally downloaded from app stores, which are a type of digital distribution platforms. The term "app", short for " application", has since become very popular; in 2010, it was listed as "Word of the Year" by the American Dialect Society. Apps a ...
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Habitica Android Screenshot
Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. It was founded on January 30, 2013. The application uses the format of a role-playing game to organize tasks. Habitica is an open source project. Concept Habitica is a self-improvement web application that uses game mechanics to assist users in structuring their behavior. The game is laid out in the form of an RPG in which the player collects items such as gold and armor to become more powerful. Rewards are achieved through maintaining real-life goals in the form of Habits, Dailies, and To-Dos. Habits In Habitica, Habits are long-term goals that are utilized to change a person's habits. These Habits can be set to either 'positive', 'negative', or both. For example: * A predefined Habit may be "1 hour of productive work". If a user records an hour of productive work on the Habitica app, they will gain experience and gold; this is a positive Habit. * A predefined Habit may ...
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Clan (video Gaming)
In video games, a clan, community, guild or faction is an organized group of video game players that regularly play together in one or more multiplayer games. Many clans take part in gaming competitions, but some clans are just small gaming squads consisting of friends. These squads range from groups of a few friends to four-thousand plus person organizations, with a broad range of structures, goals and members. The lifespan of a clan also varies considerably, from a few weeks to over a decade. Numerous clans exist for nearly every online game available today, notably in first-person shooters (FPS), massively multiplayer games (MMO), role-playing video games (RPG), and strategy games. There are also meta-groups that span a wide variety of games. Some clans formed by groups of players have grown into multi-million dollar professional esports teams. Many clans on Xbox One, PlayStation 4, and computers have official clan websites with forums to interact and discuss many topics wi ...
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Party (role-playing Games)
A party is a group of characters adventuring together in a role-playing game. In Tabletop role-playing game, tabletop role-playing, a party is composed of a group of player characters, occasionally with the addition of non-player character allies controlled by those players or by the gamemaster. In computer games, the relationship between the party and the players varies considerably. Online role-playing games or MMORPG parties are often, in the above sense, of the same constituency as tabletop parties, except that the non-player allies are always controlled to a lesser or greater extent by the computer AI. In single-player computer games, the player generally controls all party members to a varying degree. Examples of games which have parties include the tabletop RPG ''Vampire: the Requiem'', the single-player role-playing Baldur's Gate (series), ''Baldur's Gate'' series, MMORPGs such as ''World of Warcraft'', ''Anarchy Online'' and ''Warhammer Online'', the open-world action-RPG ...
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