Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Gamification = using game elements i...
~
Stieglitz, Stefan.
Linked to FindBook
Google Book
Amazon
博客來
Gamification = using game elements in serious contexts /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gamification/ edited by Stefan Stieglitz ... [et al.].
Reminder of title:
using game elements in serious contexts /
other author:
Stieglitz, Stefan.
Published:
Cham :Springer International Publishing : : 2017.,
Description:
xi, 164 p. :ill., digital ;24 cm.
[NT 15003449]:
Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
Contained By:
Springer eBooks
Subject:
Computer games - Social aspects. -
Online resource:
http://dx.doi.org/10.1007/978-3-319-45557-0
ISBN:
9783319455570
Gamification = using game elements in serious contexts /
Gamification
using game elements in serious contexts /[electronic resource] :edited by Stefan Stieglitz ... [et al.]. - Cham :Springer International Publishing :2017. - xi, 164 p. :ill., digital ;24 cm. - Progress in IS,2196-8705. - Progress in IS..
Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
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.
ISBN: 9783319455570
Standard No.: 10.1007/978-3-319-45557-0doiSubjects--Topical Terms:
610938
Computer games
--Social aspects.
LC Class. No.: GV1469.17.S63 / G365 2017
Dewey Class. No.: 794.8
Gamification = using game elements in serious contexts /
LDR
:01992nmm a2200325 a 4500
001
2087947
003
DE-He213
005
20161004133343.0
006
m d
007
cr nn 008maaau
008
171013s2017 gw s 0 eng d
020
$a
9783319455570
$q
(electronic bk.)
020
$a
9783319455556
$q
(paper)
024
7
$a
10.1007/978-3-319-45557-0
$2
doi
035
$a
978-3-319-45557-0
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
GV1469.17.S63
$b
G365 2017
072
7
$a
KJQ
$2
bicssc
072
7
$a
COM005030
$2
bisacsh
082
0 4
$a
794.8
$2
23
090
$a
GV1469.17.S63
$b
G192 2017
245
0 0
$a
Gamification
$h
[electronic resource] :
$b
using game elements in serious contexts /
$c
edited by Stefan Stieglitz ... [et al.].
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2017.
300
$a
xi, 164 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
Progress in IS,
$x
2196-8705
505
0
$a
Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning.
520
$a
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.
650
0
$a
Computer games
$x
Social aspects.
$3
610938
650
1 4
$a
Business and Management.
$2
eflch
$3
1485455
650
2 4
$a
Business Information Systems.
$3
892640
650
2 4
$a
Economic Theory/Quantitative Economics/Mathematical Methods.
$3
2162305
650
2 4
$a
Information Systems and Communication Service.
$3
891044
700
1
$a
Stieglitz, Stefan.
$3
3217252
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
830
0
$a
Progress in IS.
$3
2055599
856
4 0
$u
http://dx.doi.org/10.1007/978-3-319-45557-0
950
$a
Business and Management (Springer-41169)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9314119
電子資源
11.線上閱覽_V
電子書
EB GV1469.17.S63 G365 2017
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login