The business of gamification: a critical analysis
Gespeichert in:
Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York
Routledge
2016
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Schriftenreihe: | Routledge advances in management and business studies
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Schlagworte: | |
Online-Zugang: | TUM01 |
Beschreibung: | Includes bibliographical references and index Introduction / Mikolaj Dymek -- About the editors -- About the contributors -- Internal organisational perspectives -- Roleplaying games at work : about management, gamification and effectiveness / Emmanuelle Savignac -- Feeding the red critter : the gamification of project management software / Raul Ferrer Conill -- Gamification as ideological praxis : on play, games and the modding of management / Alf Rehn -- External organisational perspectives -- Game of gamification : marketing, consumer resistance and digital play / Lena Olaison and Saara L. Taalas -- Win, earn, gain : gamification in the history of retailing / Franck Cochoy and Johan Hagberg -- Inside the gamification case of a mobile phone marketing campaign : the amalgamation of game studies with marketing communications? / Mikolaj Dymek -- Samsung nation : a gamified experience / Tracy Harwood and Tony Garry -- Play a game, save the planet! : gamification as a way to promote green consumption / Christian Fuentes -- Conceptual perspectives -- Gamification for sustainability : beyond the ludo-aesthetical approach / Per Fors and Thomas Taro Lennerfors -- Designing for the play instinct : gamification, collective voodoo and mumbo jumbo / Stephen Webley and Karen Cham -- Total gamification and the limits of our imagination / Per H. Hedberg and Mattias Svahn -- Old things : new names / Peter Zackariasson -- Index |
Beschreibung: | 252 pages |
ISBN: | 9781317581444 131758144X |
Internformat
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490 | 0 | |a Routledge advances in management and business studies | |
500 | |a Includes bibliographical references and index | ||
500 | |a Introduction / Mikolaj Dymek -- About the editors -- About the contributors -- Internal organisational perspectives -- Roleplaying games at work : about management, gamification and effectiveness / Emmanuelle Savignac -- Feeding the red critter : the gamification of project management software / Raul Ferrer Conill -- Gamification as ideological praxis : on play, games and the modding of management / Alf Rehn -- External organisational perspectives -- Game of gamification : marketing, consumer resistance and digital play / Lena Olaison and Saara L. Taalas -- Win, earn, gain : gamification in the history of retailing / Franck Cochoy and Johan Hagberg -- Inside the gamification case of a mobile phone marketing campaign : the amalgamation of game studies with marketing communications? / Mikolaj Dymek -- Samsung nation : a gamified experience / Tracy Harwood and Tony Garry -- Play a game, save the planet! : gamification as a way to promote green consumption / Christian Fuentes -- Conceptual perspectives -- Gamification for sustainability : beyond the ludo-aesthetical approach / Per Fors and Thomas Taro Lennerfors -- Designing for the play instinct : gamification, collective voodoo and mumbo jumbo / Stephen Webley and Karen Cham -- Total gamification and the limits of our imagination / Per H. Hedberg and Mattias Svahn -- Old things : new names / Peter Zackariasson -- Index | ||
650 | 7 | |a BUSINESS & ECONOMICS / Industries / General |2 bisacsh | |
650 | 7 | |a Business enterprises / Technological innovations |2 fast | |
650 | 7 | |a Video games industry |2 fast | |
650 | 7 | |a Video games / Marketing |2 fast | |
650 | 4 | |a Industrie | |
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Datensatz im Suchindex
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any_adam_object | |
author2 | Dymek, Mikolaj Zackariasson, Peter 1972- |
author2_role | edt edt |
author2_variant | m d md p z pz |
author_facet | Dymek, Mikolaj Zackariasson, Peter 1972- |
building | Verbundindex |
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classification_rvk | QR 770 |
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dewey-full | 338.4/77948 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 338 - Production |
dewey-raw | 338.4/77948 |
dewey-search | 338.4/77948 |
dewey-sort | 3338.4 577948 |
dewey-tens | 330 - Economics |
discipline | Wirtschaftswissenschaften |
format | Electronic eBook |
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spelling | The business of gamification a critical analysis edited by Mikolaj Dymek and Peter Zackariasson New York Routledge 2016 252 pages txt rdacontent c rdamedia cr rdacarrier Routledge advances in management and business studies Includes bibliographical references and index Introduction / Mikolaj Dymek -- About the editors -- About the contributors -- Internal organisational perspectives -- Roleplaying games at work : about management, gamification and effectiveness / Emmanuelle Savignac -- Feeding the red critter : the gamification of project management software / Raul Ferrer Conill -- Gamification as ideological praxis : on play, games and the modding of management / Alf Rehn -- External organisational perspectives -- Game of gamification : marketing, consumer resistance and digital play / Lena Olaison and Saara L. Taalas -- Win, earn, gain : gamification in the history of retailing / Franck Cochoy and Johan Hagberg -- Inside the gamification case of a mobile phone marketing campaign : the amalgamation of game studies with marketing communications? / Mikolaj Dymek -- Samsung nation : a gamified experience / Tracy Harwood and Tony Garry -- Play a game, save the planet! : gamification as a way to promote green consumption / Christian Fuentes -- Conceptual perspectives -- Gamification for sustainability : beyond the ludo-aesthetical approach / Per Fors and Thomas Taro Lennerfors -- Designing for the play instinct : gamification, collective voodoo and mumbo jumbo / Stephen Webley and Karen Cham -- Total gamification and the limits of our imagination / Per H. Hedberg and Mattias Svahn -- Old things : new names / Peter Zackariasson -- Index BUSINESS & ECONOMICS / Industries / General bisacsh Business enterprises / Technological innovations fast Video games industry fast Video games / Marketing fast Industrie Unternehmen Wirtschaft Video games industry Video games Marketing Business enterprises Technological innovations 1\p (DE-588)4143413-4 Aufsatzsammlung gnd-content Dymek, Mikolaj edt Zackariasson, Peter 1972- edt Erscheint auch als Druck-Ausgabe Business of gamification 1 Edition New York : Routledge, 2016 9781138824164 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | The business of gamification a critical analysis BUSINESS & ECONOMICS / Industries / General bisacsh Business enterprises / Technological innovations fast Video games industry fast Video games / Marketing fast Industrie Unternehmen Wirtschaft Video games industry Video games Marketing Business enterprises Technological innovations |
subject_GND | (DE-588)4143413-4 |
title | The business of gamification a critical analysis |
title_auth | The business of gamification a critical analysis |
title_exact_search | The business of gamification a critical analysis |
title_full | The business of gamification a critical analysis edited by Mikolaj Dymek and Peter Zackariasson |
title_fullStr | The business of gamification a critical analysis edited by Mikolaj Dymek and Peter Zackariasson |
title_full_unstemmed | The business of gamification a critical analysis edited by Mikolaj Dymek and Peter Zackariasson |
title_short | The business of gamification |
title_sort | the business of gamification a critical analysis |
title_sub | a critical analysis |
topic | BUSINESS & ECONOMICS / Industries / General bisacsh Business enterprises / Technological innovations fast Video games industry fast Video games / Marketing fast Industrie Unternehmen Wirtschaft Video games industry Video games Marketing Business enterprises Technological innovations |
topic_facet | BUSINESS & ECONOMICS / Industries / General Business enterprises / Technological innovations Video games industry Video games / Marketing Industrie Unternehmen Wirtschaft Video games Marketing Business enterprises Technological innovations Aufsatzsammlung |
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