Stieglitz Gamification

Gamification

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Using Game Elements in Serious Contexts

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Beschreibung

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.
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.
Introduces the fundamentals, concepts and theories of gamification Presents a broad range of practical applications of gamification in various domains Guides reader towards the successful implementation and application of gamification-based functions Includes supplementary material: sn.pub/extras

Autor*in

Stefan Stieglitz

Themen in »Gamification«

Customer retention E-learning Electronic learning Gamification Innovation management M-learning Mobile applications Mobile learning Serious gaming Virtual worlds

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Details

ISBN: 9783319833194
Verlag: Springer International Publishing
Erscheinung: 16.06.2018

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