Buch, Englisch, 164 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 3908 g
Reihe: Progress in IS
Using Game Elements in Serious Contexts
Buch, Englisch, 164 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 3908 g
Reihe: Progress in IS
ISBN: 978-3-319-45555-6
Verlag: Springer International Publishing
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.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Wirtschaftswissenschaften Betriebswirtschaft Bereichsspezifisches Management Kundenbeziehungsmanagement, Kundenpflege
- Sozialwissenschaften Pädagogik Pädagogik Philosophie der Erziehung, Bildungstheorie
- Wirtschaftswissenschaften Betriebswirtschaft Management Forschung & Entwicklung (F&E), Innovation
- Wirtschaftswissenschaften Betriebswirtschaft Wirtschaftsinformatik, SAP, IT-Management
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Wirtschaftsinformatik
Weitere Infos & Material
Part I: Fundamentals, Concepts, and Theories of Gamification.- Part II: Open Innovation, Collaboration and Gamification.- Part III: Gamification and Learning.