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Gamification
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Gamification : Using Game Elements in Serious Contexts

1st ed. 2017

Book Details

Format Hardback or Cased Book
Book Series Progress in IS
ISBN-10 3319455559
ISBN-13 9783319455556
Edition 1st ed. 2017
Publisher Springer International Publishing AG
Imprint Springer International Publishing AG
Country of Manufacture GB
Country of Publication GB
Publication Date Oct 12th, 2016
Print length 164 Pages
Ksh 28,800.00
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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems.
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.

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