LEADER 03421nam 22006975 450 001 9910254923703321 005 20260115161505.0 024 7 $a10.1007/978-3-319-45557-0 035 $a(CKB)3710000000891741 035 $a(DE-He213)978-3-319-45557-0 035 $a(MiAaPQ)EBC4710247 035 $a(PPN)222234873 035 $a(EXLCZ)993710000000891741 100 $a20161004d2017 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGamification $eUsing Game Elements in Serious Contexts /$fedited by Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (XI, 164 p. 21 illus., 10 illus. in color.) 225 1 $aProgress in IS,$x2196-8713 311 08$a3-319-45555-9 311 08$a3-319-45557-5 327 $aPart I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning. 330 $aThis compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections ? each containing several cases ? that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification. 410 0$aProgress in IS,$x2196-8713 606 $aBusiness information services 606 $aEconometrics 606 $aComputer networks 606 $aBusiness Information Systems 606 $aQuantitative Economics 606 $aComputer Communication Networks 606 $aLudificació$2thub 606 $aTeoria de jocs$2thub 606 $aSistemes d'informació$2thub 608 $aLlibres electrònics$2thub 615 0$aBusiness information services. 615 0$aEconometrics. 615 0$aComputer networks. 615 14$aBusiness Information Systems. 615 24$aQuantitative Economics. 615 24$aComputer Communication Networks. 615 7$aLudificació 615 7$aTeoria de jocs 615 7$aSistemes d'informació 676 $a794.8 702 $aStieglitz$b Stefan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aLattemann$b Christoph$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aRobra-Bissantz$b Susanne$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aZarnekow$b Ru?diger$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBrockmann$b Tobias$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910254923703321 996 $aGamification$92159180 997 $aUNINA