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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Other Authors: | , , , , |
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Format: | Book |
Language: | English |
Published: |
Cham
Springer International Publishing AG
2017
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Series: | Progress in IS
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Subjects: | |
Online Access: | Click Here to View Status and Holdings. |
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020 | # | # | |a 9783319833194 |q paperback |
020 | # | # | |a 9783319455570 |q e-book |
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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