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2016-10-21
Gamification
Using Game Elements in Serious Contexts

Editors: Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann

cover.jpg

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

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.

Table of contents

Front Matter

Fundamentals, Concepts, and Theories of Gamification
Front Matter
Introduction to Gamification: Foundation and Underlying Theories
Gamification and Behaviour
Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs

Open Innovation, Collaboration and Gamification
Front Matter
Customer-Oriented Strategies and Gamification—The Example of Open Customer Innovation
Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities
Boundaries of Open Innovation and Games
Social Collaboration and Gamification
A Serious Game as a Market Research Method for Purchase Decision Processes
Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification

Gamification and Learning
Front Matter
Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
Gamification of Teaching in Higher Education


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2016-10-22 05:47:09
谢谢分享
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2016-10-22 07:50:13
防城港斤斤计较
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2016-10-28 19:31:29
非常有趣的思路,看看。
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2016-10-29 15:02:48
http://cn2.daydaycook.com/
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2016-11-9 18:45:07
下了,谢谢LZ好
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