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9783319455556: Gamification: Using Game Elements in Serious Contexts (Progress in IS)

Synopsis

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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About the Author

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.

Dr. Susanne Robra-Bissantz is full professor of Business Information Systems Research at Technische Universität Braunschweig, Germany, since 2007. There she holds the chair of Information Management. Her research focusses on innovative and customer oriented E-Services, with special interest in collaboration mechanisms for social media, context sensitivity, service design and service-eco-systems. She has published more than 100 peer-reviewed papers and acquired multiple projects (more than 2 Mio Euro) from industry and public funding. Before that she did her habilitation and Ph.D. at University Erlangen-Nürnberg.
Dr. Ruediger Zarnekow holds the Chair for Information and Communication Management at Technische Universitaet Berlin. His research focuses on IT Management, Digital Business Models, Cloud Computing and IT Service Management. Previously, he worked at the Institute of Information Management at the University of St. Gallen, Switzerland, where he lead the competence center “Industrialization of Information Management”. Prof. Zarnekow has been working as a consultant in the area of IT management and digital business models for many years. As an author he has published various books and research articles. 
Dr. Tobias Brockmann studied information systems at the University of Muenster and successfully finished his PhD there. He published his research related to the field „Mobile Enterprise“ in academic Journals like the Management of Information Systems Quarterly Executive Journal or the Mobile Information System Journal. Moreover his work was published on international conferences e.g. the European Conference on Information Systems or the American Conference on Information Systems. Dr. Brockmann managed the Competence Center Connected Organization at the University of Duisburg-Essen for two years. Now he is co-founder and Head of Operations at innoscale AG.

From the Back Cover

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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9783319833194: Gamification: Using Game Elements in Serious Contexts (Progress in IS)

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ISBN 10:  3319833197 ISBN 13:  9783319833194
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Stieglitz, Stefan; Lattemann, Christoph; Robra-Bissantz, Susanne; Zarnekow, Rüdiger; Brockmann, Tobias
Published by Springer, 2016
ISBN 10: 3319455559 ISBN 13: 9783319455556
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Buch. Condition: 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. 164 pp. Englisch. Seller Inventory # 9783319455556

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Condition: 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. Seller Inventory # 127653526

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Buch. Condition: 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. Seller Inventory # 9783319455556

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Buch. Condition: 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. Seller Inventory # 9783319455556

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