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...

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Bibliographic Details
Other Authors: Stieglitz, Stefan., (Editor), Lattemann, Christoph, 1970- (Editor), Robra-Bissantz, Susanne, (Editor), Zarnekow, Rüdiger, (Editor), Brockmann, Tobias, (Editor)
Format: eBook
Language: English
Published: Cham : Springer International Publishing, 2017.
Series: Progress in IS.
Subjects:
ISBN: 9783319455570
9783319455556
Physical Description: 1 online resource (166 pages)

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Summary: 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.
Bibliography: Includes bibliographical references.
ISBN: 9783319455570
9783319455556
Access: Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty