Počet záznamů: 1  

Gamification

  1. Údaje o názvuGamification [electronic resource] : Using Game Elements in Serious Contexts / edited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann.
    NakladatelCham : Springer International Publishing : Imprint: Springer, 2017.
    Fyz.popisXI, 164 p. 21 illus., 10 illus. in color. online resource.
    ISBN9783319455570
    EdiceProgress in IS, ISSN 2196-8705
    Úplný obsahPart I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
    Poznámky k dostupnostiPřístup pouze pro oprávněné uživatele
    Dal.odpovědnost Stieglitz, Stefan.
    Lattemann, Christoph.
    Robra-Bissantz, Susanne.
    Zarnekow, Rüdiger.
    Brockmann, Tobias.
    Dal.odpovědnost SpringerLink (Online service)
    Předmět.hesla Business. * Management information systems. * Computers. * Economic theory.
    Forma, žánr elektronické knihy electronic books
    Země vyd.Německo
    Jazyk dok.angličtina
    Druh dok.Elektronické knihy
    URLPlný text pro studenty a zaměstnance UPOL
    kniha

    kniha


    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.

    Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.

Počet záznamů: 1  

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