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Titlebook: Gamification; Using Game Elements Stefan Stieglitz,Christoph Lattemann,Tobias Brockm Book 2017 Springer International Publishing Switzerla

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书目名称Gamification
副标题Using Game Elements
编辑Stefan Stieglitz,Christoph Lattemann,Tobias Brockm
视频video
概述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 implementati
丛书名称Progress in IS
图书封面Titlebook: Gamification; Using Game Elements  Stefan Stieglitz,Christoph Lattemann,Tobias Brockm Book 2017 Springer International Publishing Switzerla
描述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.
出版日期Book 2017
关键词Customer retention; E-learning; Electronic learning; Gamification; Innovation management; M-learning; Mobi
版次1
doihttps://doi.org/10.1007/978-3-319-45557-0
isbn_softcover978-3-319-83319-4
isbn_ebook978-3-319-45557-0Series ISSN 2196-8705 Series E-ISSN 2196-8713
issn_series 2196-8705
copyrightSpringer International Publishing Switzerland 2017
The information of publication is updating

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Process, pattern and scale in biogeographyhe .-. (CCRE) method that guides software producing organisations (SPOs) by involving a crowd of engaged stakeholders in RE. CCRE uses the . tool, a gamified platform for eliciting and refining requirements. In addition to presenting the method and its application in a case study, we define research
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2196-8705 offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.978-3-319-83319-4978-3-319-45557-0Series ISSN 2196-8705 Series E-ISSN 2196-8713
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Boundaries of Open Innovation and Gamest there are two possibilities: either enriching open innovation tools with game mechanics (.) or adjusting a multiplayer online game to the purpose of ideation (.). This chapter sheds light on these two possibilities and gives practical implications for implementation. The first section of this chap
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978-3-319-83319-4Springer International Publishing Switzerland 2017
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Gamification978-3-319-45557-0Series ISSN 2196-8705 Series E-ISSN 2196-8713
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