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...

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Bibliographic Details
Other Authors: Brockmann, Tobias (Editor), Lattemann, Christoph (Editor), Robra-Bissantz, Susanne (Editor), Stieglitz, Stefan. |e (Editor), Zarnekow, Rüdiger (Editor)
Format: Book
Language:English
Published: Cham Springer International Publishing AG 2017
Series:Progress in IS
Subjects:
Online Access:Click Here to View Status and Holdings.
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040 # # |a DLC  |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  |b Springer International Publishing AG  |c 2017 
264 # 3 |c ©2017 
300 # # |a xi, 164 pages  |b illustrations (color)  |c 24 cm 
336 # # |a text  |2 rdacontent 
337 # # |a unmediated  |2 rdamedia 
338 # # |a volume  |2 rdacarrier 
490 1 # |a Progress in IS  |x 2196-8705 
500 # # |a Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning. 
504 # # |a Includes 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 IMCXXX  |b IM249  |5 IM 
526 0 # |a Gamification for Content Management  |b Bachelor of Information Science (Hons) Information Content Management  |5 Faculty of Information Management 
588 # # |a Description based on publisher-supplied MARC data 
650 # 0 |a Computers 
650 # 0 |a Economic theory 
650 # 0 |a Management information systems 
700 1 # |a Brockmann, Tobias  |e editor 
700 1 # |a Lattemann, Christoph  |e editor 
700 1 # |a Robra-Bissantz, Susanne  |e editor 
700 1 # |a Stieglitz, Stefan. |e  |e editor 
700 1 # |a Zarnekow, Rüdiger  |e editor 
830 # 0 |a Progress in IS  |x 2196-8705 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=975707 
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