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 Certainty in Law by
Cover of the book TMS 2017 146th Annual Meeting & Exhibition Supplemental Proceedings by
Cover of the book Alternative Routes to Oil Structuring by
Cover of the book Hermeneutics and Phenomenology in Paul Ricoeur by
Cover of the book Proteomics in Domestic Animals: from Farm to Systems Biology by
Cover of the book Power Electronics by
Cover of the book Graphical Models for Security by
Cover of the book Introduction to Software Quality by
Cover of the book In Memory Data Management and Analysis by
Cover of the book Improving Patient Treatment with Attachment Theory by
Cover of the book Capacitively-Coupled Chopper Amplifiers by
Cover of the book Tidal Sedimentation of the Sunderban's Thakuran Basin by
Cover of the book Health, Culture and Society by
Cover of the book Augmented Reality Art by
Cover of the book Innovations for Sustainable Building Design and Refurbishment in Scotland 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