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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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