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 Analysis of Quantised Vortex Tangle by
Cover of the book Multidisciplinary Management of Common Bile Duct Stones by
Cover of the book Interdisciplinary Concepts in Cardiovascular Health by
Cover of the book Just-in-Time Elements and Benefits by
Cover of the book Recent Developments in Metaheuristics by
Cover of the book Improving Energy Decisions by
Cover of the book Configuration Spaces by
Cover of the book Foundations of Computer Vision by
Cover of the book Towards Ultrasound-guided Spinal Fusion Surgery by
Cover of the book Homogeneous Turbulence Dynamics by
Cover of the book Cybersecurity in Switzerland by
Cover of the book Rules and Reasoning by
Cover of the book Johan van Benthem on Logic and Information Dynamics by
Cover of the book Manual Small Incision Cataract Surgery by
Cover of the book Bad Girls and Transgressive Women in Popular Television, Fiction, and Film 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