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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024 8 |a 10.1007/978-3-319-45 
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245 0 0 |a Gamification :  |b using game elements in serious contexts /  |c Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann, editors. 
264 1 |a Cham :  |b Springer International Publishing,  |c 2017. 
300 |a 1 online resource (166 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a počítač  |b c  |2 rdamedia 
338 |a online zdroj  |b cr  |2 rdacarrier 
490 1 |a Progress in IS 
504 |a Includes bibliographical references. 
505 0 |a Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning. 
506 |a Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty 
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. 
590 |a SpringerLink  |b Springer Complete eBooks 
650 0 |a Computer games  |x Social aspects. 
655 7 |a elektronické knihy  |7 fd186907  |2 czenas 
655 9 |a electronic books  |2 eczenas 
700 1 |a Stieglitz, Stefan.,  |e editor. 
700 1 |a Lattemann, Christoph,  |d 1970-  |e editor. 
700 1 |a Robra-Bissantz, Susanne,  |e editor. 
700 1 |a Zarnekow, Rüdiger,  |e editor. 
700 1 |a Brockmann, Tobias,  |e editor. 
776 0 8 |i Print version:  |t Gamification.  |d Cham : Springer International Publishing, 2017  |z 3319455559  |z 9783319455556  |w (OCoLC)954008320 
830 0 |a Progress in IS. 
856 4 0 |u https://proxy.k.utb.cz/login?url=https://link.springer.com/10.1007/978-3-319-45557-0  |y Plný text 
992 |c NTK-SpringerBM 
999 |c 97861  |d 97861 
993 |x NEPOSILAT  |y EIZ