1.

Record Nr.

UNINA9910341458503321

Autore

Temelkuran, Ece <1973->

Titolo

Come sfasciare un paese in sette mosse : la via che porta dal populismo alla dittatura / Ece Temelkuran ; traduzione di Giuliana Oliviero

Pubbl/distr/stampa

Torino : Bollati Boringhieri, 2019

ISBN

9788833931968

Descrizione fisica

206 p. ; 22 cm

Collana

Saggi : scienze sociali

Disciplina

320.5

Locazione

bfs

FSPBC

Collocazione

320.5 TEM 1

IX H 223

Lingua di pubblicazione

Italiano

Formato

Materiale a stampa

Livello bibliografico

Monografia



2.

Record Nr.

UNINA9910254923703321

Titolo

Gamification : Using Game Elements in Serious Contexts / / edited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann

Pubbl/distr/stampa

Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017

Edizione

[1st ed. 2017.]

Descrizione fisica

1 online resource (XI, 164 p. 21 illus., 10 illus. in color.)

Collana

Progress in IS, , 2196-8713

Disciplina

794.8

Soggetti

Business information services

Econometrics

Computer networks

Business Information Systems

Quantitative Economics

Computer Communication Networks

Ludificació

Teoria de jocs

Sistemes d'informació

Llibres electrònics

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

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

Sommario/riassunto

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.