Gamification

Using Game Elements in Serious Contexts

Nonfiction, Computers, Application Software, Business Software, Business & Finance, Economics, Theory of Economics
Cover of the book Gamification by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783319455570
Publisher: Springer International Publishing Publication: October 4, 2016
Imprint: Springer Language: English
Author:
ISBN: 9783319455570
Publisher: Springer International Publishing
Publication: October 4, 2016
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer International Publishing

Cover of the book The Future of Higher Education in the Middle East and Africa by
Cover of the book Synthesis of Heterocycles in Contemporary Medicinal Chemistry by
Cover of the book The Rediscovery of Synchronous Reluctance and Ferrite Permanent Magnet Motors by
Cover of the book Optimized Cloud Based Scheduling by
Cover of the book Late Neoliberalism and its Discontents in the Economic Crisis by
Cover of the book Exploitation and Misrule in Colonial and Postcolonial Africa by
Cover of the book Advances in Conceptual Modeling by
Cover of the book Search for Flavor-Changing Neutral Current Top Quark Decays t → Hq, with H → bb̅ , in pp Collisions at √s = 8 TeV with the ATLAS Detector by
Cover of the book Monetary Policy, Financial Crises, and the Macroeconomy by
Cover of the book Person-Centered Methods by
Cover of the book Religion and Identity in the Post-9/11 Vampire by
Cover of the book Bulk and Boundary Invariants for Complex Topological Insulators by
Cover of the book Essentials of Menopause Management by
Cover of the book Image and Video Technology by
Cover of the book Decision Taking, Confidence and Risk Management in Banks from Early Modernity to the 20th Century by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy