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Title Gamification : using game elements in serious contexts / Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, RĂ¼diger Zarnekow, Tobias Brockmann, editors
Published Cham : Springer International Publishing, 2017

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Description 1 online resource (166 pages)
Series Progress in IS
Progress in IS.
Contents Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning
Summary This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections - each containing several cases - that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification
Bibliography Includes bibliographical references
Notes Online resource; title from PDF title page (EBSCO, viewed November 1, 2016)
Subject Computer games -- Social aspects
Economic theory & philosophy.
Computer networking & communications.
Business mathematics & systems.
GAMES & ACTIVITIES -- Video & Electronic.
Computer games -- Social aspects
Organisatieontwikkeling.
Computerspellen.
Motivatie.
Form Electronic book
Author Stieglitz, Stefan, editor
Lattemann, Christoph, 1970- editor.
Robra-Bissantz, Susanne, editor.
Zarnekow, RĂ¼diger, editor.
Brockmann, Tobias, editor.
ISBN 9783319455570
3319455575