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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Stieglitz, Stefan (Επιμελητής έκδοσης), Lattemann, Christoph (Επιμελητής έκδοσης), Robra-Bissantz, Susanne (Επιμελητής έκδοσης), Zarnekow, Rüdiger (Επιμελητής έκδοσης), Brockmann, Tobias (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2017.
Σειρά:Progress in IS,
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |a Gamification  |h [electronic resource] :  |b Using Game Elements in Serious Contexts /  |c edited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2017. 
300 |a XI, 164 p. 21 illus., 10 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
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490 1 |a Progress in IS,  |x 2196-8705 
505 0 |a Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning. 
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. 
650 0 |a Business. 
650 0 |a Management information systems. 
650 0 |a Computers. 
650 0 |a Economic theory. 
650 1 4 |a Business and Management. 
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650 2 4 |a Economic Theory/Quantitative Economics/Mathematical Methods. 
650 2 4 |a Information Systems and Communication Service. 
700 1 |a Stieglitz, Stefan.  |e editor. 
700 1 |a Lattemann, Christoph.  |e editor. 
700 1 |a Robra-Bissantz, Susanne.  |e editor. 
700 1 |a Zarnekow, Rüdiger.  |e editor. 
700 1 |a Brockmann, Tobias.  |e editor. 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9783319455556 
830 0 |a Progress in IS,  |x 2196-8705 
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950 |a Business and Management (Springer-41169)