Number of the records: 1
Gamification
Title statement Gamification [electronic resource] : Using Game Elements in Serious Contexts / edited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann. Publication Cham : Springer International Publishing : Imprint: Springer, 2017. Phys.des. XI, 164 p. 21 illus., 10 illus. in color. online resource. ISBN 9783319455570 Edition Progress in IS, ISSN 2196-8705 Contents Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning. Notes to Availability Přístup pouze pro oprávněné uživatele Another responsib. Stieglitz, Stefan. Lattemann, Christoph. Robra-Bissantz, Susanne. Zarnekow, Rüdiger. Brockmann, Tobias. Another responsib. SpringerLink (Online service) Subj. Headings Business. * Management information systems. * Computers. * Economic theory. Form, Genre elektronické knihy electronic books Country Německo Language angličtina Document kind Electronic books URL Plný text pro studenty a zaměstnance UPOL book
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.
Number of the records: 1