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Bibliografická citace

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EB
EB
ONLINE
Cham : Springer, 2017
1 online zdroj
Externí odkaz    Plný text PDF 
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ISBN 978-3-319-45557-0 (e-kniha)
ISBN 978-3-319-455556 (print)
Progress in IS, ISSN 2196-8705
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..
* gamifikace * gamification
001476915
Part I Fundamentals, Concepts, and Theories of Gamification // 1 Introduction to Gamification: Foundation and Underlying Theories ...3 - Amir Matallaoui, Nicolai Hanner and Rüdiger Zamekow // 2 Gamification and Behaviour ...19 - Alaa AlMarshedi, Vanissa Wanick, Gary B. Wills and Ashok Ranchhod // 3 Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs ...31 - Benjamin Heilbrunn, Philipp Herzig and Alexander Schill // Part II Open Innovation, Collaboration and Gamification // 4 Customer-Oriented Strategies and Gamification—The Example of Open Customer Innovation ...51 - Susanne Robra-Bissantz and Christoph Lattemann // 5 Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities ...65 - Christian Scheiner, Philipp Haas, Ulrich Bretschneider, Ivo Blohm and Jan Marco Leimeister // 6 Boundaries of Open Innovation and Games ...77 - Maximilian Witt // 7 Social Collaboration and Gamification ...93 - Christian Meske, Tobias Brockmann, Konstantin Wilms and Stefan Stieglitz // 8 A Serious Game as a Market Research Method for Purchase Decision Processes ...111 - Silke Plennert // Engaging the Crowd of Stakeholders in Requirements // Engineering via Gamification ...123 - Fabiano Dalpiaz, Remco Snijders, Sjaak Brinkkemper, Mahmood Hosseini, Alimohammad Shahri and Rai an Ali // Part III Gamification and Learning // 10 Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds ...139 - Räzvan Rughinis and Cosima Rughini // 11 Gamification of Teaching in Higher Education ...153 - Dominik Siemon and Linda Eckardt

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