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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Other Authors: | , , , , |
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Format: | eBook |
Language: | English |
Published: |
Cham :
Springer International Publishing,
2017.
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Series: | Progress in IS.
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Subjects: | |
ISBN: | 9783319455570 9783319455556 |
Physical Description: | 1 online resource (166 pages) |
LEADER | 03532cam a2200481Ii 4500 | ||
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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 |