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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Dr. Stefan Stieglitz is professor and head of the research group for Professional Communication in Electronic Media / Social Media at University of Duisburg-Essen, Germany. His work has been published in reputable journals including Journal of Management Information System (JMIS), Business & Information Systems Engineering (BISE), International Journal of Social Research Methodology, and Management Information Systems Quarterly Executive (MISQE). In his research, he investigates user behaviour and technology adaption of information systems in organisational contexts.
Dr. Christoph Lattemann is professor of Business Administration and Information Management at Jacobs University Bremen, Germany. His research encompasses the two major global trends: Digital Transformation and Globalization. He is the founder and director of the Design Thinking Lab at Jacobs University - the D-Forge, and director of the Jacobs Research Center for the Studies of China and Globalization.
He held Visiting Scholar positions at Harvard University, JFK School of Governance and Stanford University. He has published 7 books and more than 150 articles. He has taught courses in top international MBA programs and Universities. Formerly he held senior positions in project management in the financial industry at the German Stock Exchange and is still consulting governmental institutions and companies.
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.
Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.
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Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Introduces the fundamentals, concepts and theories of gamificationPresents a broad range of practical applications of gamification in various domainsGuides reader towards the successful implementation and application of gamification-based f. Codice articolo 385706194
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Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 176 pp. Englisch. Codice articolo 9783319833194
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Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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. Codice articolo 9783319833194
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Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 176 pp. Englisch. Codice articolo 9783319833194
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