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Gamification = using game elements i...
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SpringerLink (Online service)
Gamification = using game elements in serious contexts /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Gamification/ edited by Stefan Stieglitz ... [et al.].
Reminder of title:
using game elements in serious contexts /
other author:
Stieglitz, Stefan.
Published:
Cham :Springer International Publishing : : 2017.,
Description:
xi, 164 p. :ill., digital ; : 24 cm.;
Contained By:
Springer eBooks
Subject:
Computer games - Social aspects. -
Online resource:
http://dx.doi.org/10.1007/978-3-319-45557-0
ISBN:
9783319455570
Gamification = using game elements in serious contexts /
Gamification
using game elements in serious contexts /[electronic resource] :edited by Stefan Stieglitz ... [et al.]. - Cham :Springer International Publishing :2017. - xi, 164 p. :ill., digital ;24 cm. - Progress in IS,2196-8705. - Progress in IS..
Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
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.
ISBN: 9783319455570
Standard No.: 10.1007/978-3-319-45557-0doiSubjects--Topical Terms:
574274
Computer games
--Social aspects.
LC Class. No.: GV1469.17.S63 / G365 2017
Dewey Class. No.: 794.8
Gamification = using game elements in serious contexts /
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Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
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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.
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Business and Management (Springer-41169)
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