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
Transforming society and organizatio...
~
Spanellis, Agnessa.
Linked to FindBook
Google Book
Amazon
博客來
Transforming society and organizations through gamification = from the sustainable development goals to inclusive workplaces /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Transforming society and organizations through gamification/ edited by Agnessa Spanellis, J. Tuomas Harviainen.
Reminder of title:
from the sustainable development goals to inclusive workplaces /
other author:
Spanellis, Agnessa.
Published:
Cham :Springer International Publishing : : 2021.,
Description:
xiv, 386 p. :ill., digital ;24 cm.
[NT 15003449]:
Introduction -- Intro: why gamification is relevant -- Getting participants -- Social lens -- Peace-making -- Livelihood of smallholder farmers -- Refugee integration -- Community resilience -- Social Impact of gamified education -- Inclusivity in the workplace -- Environmental lens -- Ecosystems -- Reduction of carbon emissions -- Disaster prevention and awareness -- Public transportation -- Economic lens -- Gamification for social enterprises -- Ethical finance (CU) -- Suitability for public organisations -- Financial education for economic sustainability -- Youth employment -- Family wellbeing in disadvantaged areas -- Conclusions -- Relevance of gamification: a critical review.
Contained By:
Springer Nature eBook
Subject:
Social change. -
Online resource:
https://doi.org/10.1007/978-3-030-68207-1
ISBN:
9783030682071
Transforming society and organizations through gamification = from the sustainable development goals to inclusive workplaces /
Transforming society and organizations through gamification
from the sustainable development goals to inclusive workplaces /[electronic resource] :edited by Agnessa Spanellis, J. Tuomas Harviainen. - Cham :Springer International Publishing :2021. - xiv, 386 p. :ill., digital ;24 cm.
Introduction -- Intro: why gamification is relevant -- Getting participants -- Social lens -- Peace-making -- Livelihood of smallholder farmers -- Refugee integration -- Community resilience -- Social Impact of gamified education -- Inclusivity in the workplace -- Environmental lens -- Ecosystems -- Reduction of carbon emissions -- Disaster prevention and awareness -- Public transportation -- Economic lens -- Gamification for social enterprises -- Ethical finance (CU) -- Suitability for public organisations -- Financial education for economic sustainability -- Youth employment -- Family wellbeing in disadvantaged areas -- Conclusions -- Relevance of gamification: a critical review.
Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.
ISBN: 9783030682071
Standard No.: 10.1007/978-3-030-68207-1doiSubjects--Topical Terms:
526824
Social change.
LC Class. No.: HD30.255 / .T73 2021
Dewey Class. No.: 303.4
Transforming society and organizations through gamification = from the sustainable development goals to inclusive workplaces /
LDR
:03416nmm a2200325 a 4500
001
2240379
003
DE-He213
005
20210507121816.0
006
m d
007
cr nn 008maaau
008
211111s2021 sz s 0 eng d
020
$a
9783030682071
$q
(electronic bk.)
020
$a
9783030682064
$q
(paper)
024
7
$a
10.1007/978-3-030-68207-1
$2
doi
035
$a
978-3-030-68207-1
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
HD30.255
$b
.T73 2021
072
7
$a
KJJ
$2
bicssc
072
7
$a
BUS072000
$2
bisacsh
072
7
$a
KJJ
$2
thema
082
0 4
$a
303.4
$2
23
090
$a
HD30.255
$b
.T772 2021
245
0 0
$a
Transforming society and organizations through gamification
$h
[electronic resource] :
$b
from the sustainable development goals to inclusive workplaces /
$c
edited by Agnessa Spanellis, J. Tuomas Harviainen.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Macmillan,
$c
2021.
300
$a
xiv, 386 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
Introduction -- Intro: why gamification is relevant -- Getting participants -- Social lens -- Peace-making -- Livelihood of smallholder farmers -- Refugee integration -- Community resilience -- Social Impact of gamified education -- Inclusivity in the workplace -- Environmental lens -- Ecosystems -- Reduction of carbon emissions -- Disaster prevention and awareness -- Public transportation -- Economic lens -- Gamification for social enterprises -- Ethical finance (CU) -- Suitability for public organisations -- Financial education for economic sustainability -- Youth employment -- Family wellbeing in disadvantaged areas -- Conclusions -- Relevance of gamification: a critical review.
520
$a
Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.
650
0
$a
Social change.
$3
526824
650
0
$a
Organizational change.
$3
516701
650
0
$a
Gamification.
$3
3197776
650
1 4
$a
Sustainability Management.
$3
2181857
650
2 4
$a
Employee Health and Wellbeing.
$3
3235926
650
2 4
$a
Innovation/Technology Management.
$3
1565353
650
2 4
$a
Corporate Social Responsibility.
$2
gnd
$3
2087906
700
1
$a
Spanellis, Agnessa.
$3
3495274
700
1
$a
Harviainen, J. Tuomas.
$3
2191229
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer Nature eBook
856
4 0
$u
https://doi.org/10.1007/978-3-030-68207-1
950
$a
Business and Management (SpringerNature-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
W9402264
電子資源
11.線上閱覽_V
電子書
EB HD30.255 .T73 2021
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