Gamification Using Game Elements in Serious Contexts

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 fo...

Full description

Saved in:
Bibliographic Details
Other Authors: Lattemann, Christoph 1970- (Editor), Robra-Bissantz, Susanne (Editor), Zarnekow, Rüdiger (Editor), Brockmann, Tobias (Editor)
Format: Book
Language:English
Published: Cham, Switzerland Springer International Publishing 2017
Series:Progress in IS
Subjects:
Online Access:Click Here to View Status and Holdings.
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000nam#a2200000#i#4501
001 wils-955472
005 202002810225
008 200703s2017 SZ a## ##000 #deng#D
020 # # |a 9783319455556  |q hardback 
040 # # |a EBLCP  |b eng  |d UiTM  |e rda 
041 0 # |a eng 
090 0 0 |a GV1469.17.S63  |b G365 2017 
245 0 0 |a Gamification  |b Using Game Elements in Serious Contexts  |c Stefan Stieglitz, Christoph Lattemann, Susanne Robra- Bissantz, Rüdiger Zarnekow, Tobias Brockmann; Editors 
264 # 1 |a Cham, Switzerland  |b Springer International Publishing  |c 2017 
264 # 4 |c ©2017 
300 # # |a xi, 164 pages  |b illustration  |c 24 cm 
336 # # |a text  |2 rdacontent 
337 # # |a unmediated  |2 rdamedia 
338 # # |a volume  |2 rdacarrier 
490 1 # |a Progress in IS 
504 # # |a Include bibliographical references 
520 # # |a 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. 
526 0 # |a ADE552  |b AD233  |5 AD 
526 0 # |a Gamification  |b Bachelor of Creative Game Design (HONS)  |5 Faculty of Art and Design 
650 # 0 |a Computer games  |x Social aspects 
700 1 # |a Lattemann, Christoph  |d 1970-  |e editor 
700 1 # |a Robra-Bissantz, Susanne  |e editor 
700 1 # |a Zarnekow, Rüdiger  |e editor 
700 1 # |a Brockmann, Tobias  |e editor 
830 # 0 |a Progress in IS 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=955472 
998 # # |a 00264#1a002.8.2||00264#1b002.8.4||00300##a003.4.1||00300##b003.6.1||00300##c003.5.1||00520##a007.2||00520##b007.2||