Handbook of research on cross-disciplinary uses of gamification in organizations:
"This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvemen...
Gespeichert in:
Weitere Verfasser: | , , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, PA :
Business Science Reference,
[2022]
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, 2022. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work,and empirical research findings" |
Beschreibung: | 33 PDFs (657 pages) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781799892250 |
Internformat
MARC
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024 | 7 | |a 10.4018/978-1-7998-9223-6 |2 doi | |
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245 | 0 | 0 | |a Handbook of research on cross-disciplinary uses of gamification in organizations |c Oscar Bernardes, Vanessa Amorim, and Antonio Moreira, editor. |
264 | 1 | |a Hershey, PA : |b Business Science Reference, |c [2022] | |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c 2022. | |
300 | |a 33 PDFs (657 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Chapter 1. Let's all play together: motivations of different gamification user types -- Chapter 2. Should I play or should I go?: identifying challenges for gamification -- Chapter 3. Player/user types for gamification -- Chapter 4. How to gamify e-government services?: a taxonomy of game elements -- Chapter 5. A view on the impact of gamified services in the wake of the COVID-19 pandemic: an interdisciplinary approach -- Chapter 6. Application of gamification in a marketing context: the psychological perspectives -- Chapter 7. Gamification in marketing: a case study from a customer value perspective -- Chapter 8. Role-playing games as a model of gamification applied to engagement of online communities -- Chapter 9. Gamification and health in a holistic perspective -- Chapter 10. Natural user interfaces for meditative health games -- Chapter 11. Serious games design principles using virtual reality to gamify upper limb stroke rehabilitation: the importance of engagement for rehabilitation -- Chapter 12. The effects of gamification on nurse work motivation -- Chapter 13. Collaborative learning: increasing work motivation through game-based learning -- Chapter 14. Applying gamification strategies to create training in lean methodologies: a practical case -- Chapter 15. Gamification or how to make a "green" behavior become a habit -- Chapter 16. Review bomb: on the gamification of the ideological conflict -- Chapter 17. Game-based learning for the acquisition of transversal skills: preventing and addressing hate speech -- Chapter 18. The potential of gamification for humanitarian organizations to support integration in migration contexts -- Chapter 19. The dehumanising consequences of gamification: recognising coercion and exploitation in gamified systems -- Chapter 20. Gamifying cultural heritage. education, tourism development, and territory promotion: two Italian examples -- Chapter 21. Studying thracian civilization through serious games and storytelling -- Chapter 22. Is the gamification of scientific work a good idea?: "little lies between friends" at MT180 -- Chapter 23. Introducing serious games as a master course in information security management programs: moving towards socio-technical incident response learning -- Chapter 24. Enablers and barriers of integrating game-based learning in professional development programmes: case study of child witness interview simulation in the police sector -- Chapter 25. Embracing simulations and problem-based learning to effectively pair concepts of aeronautics with flight safety training. | |
520 | 3 | |a "This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work,and empirical research findings" | |
588 | |a Description based on title screen (IGI Global, viewed 02/15/2022). | ||
650 | 0 | |a Gamification |x Economic aspects. | |
650 | 0 | |a Simulation games in education. | |
650 | 0 | |a Simulation games |x Psychological aspects. | |
700 | 1 | |a Amorim, Vanessa, |e editor. | |
700 | 1 | |a Bernardes, Oscar, |e editor. | |
700 | 1 | |a Moreira, António Carrizo, |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | 8 | |i Print version: |z 1799892239 |z 9781799892236 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-9223-6 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00276508 |
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adam_text | |
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author2 | Amorim, Vanessa Bernardes, Oscar Moreira, António Carrizo |
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author_facet | Amorim, Vanessa Bernardes, Oscar Moreira, António Carrizo |
building | Verbundindex |
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callnumber-first | H - Social Science |
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contents | Chapter 1. Let's all play together: motivations of different gamification user types -- Chapter 2. Should I play or should I go?: identifying challenges for gamification -- Chapter 3. Player/user types for gamification -- Chapter 4. How to gamify e-government services?: a taxonomy of game elements -- Chapter 5. A view on the impact of gamified services in the wake of the COVID-19 pandemic: an interdisciplinary approach -- Chapter 6. Application of gamification in a marketing context: the psychological perspectives -- Chapter 7. Gamification in marketing: a case study from a customer value perspective -- Chapter 8. Role-playing games as a model of gamification applied to engagement of online communities -- Chapter 9. Gamification and health in a holistic perspective -- Chapter 10. Natural user interfaces for meditative health games -- Chapter 11. Serious games design principles using virtual reality to gamify upper limb stroke rehabilitation: the importance of engagement for rehabilitation -- Chapter 12. The effects of gamification on nurse work motivation -- Chapter 13. Collaborative learning: increasing work motivation through game-based learning -- Chapter 14. Applying gamification strategies to create training in lean methodologies: a practical case -- Chapter 15. Gamification or how to make a "green" behavior become a habit -- Chapter 16. Review bomb: on the gamification of the ideological conflict -- Chapter 17. Game-based learning for the acquisition of transversal skills: preventing and addressing hate speech -- Chapter 18. The potential of gamification for humanitarian organizations to support integration in migration contexts -- Chapter 19. The dehumanising consequences of gamification: recognising coercion and exploitation in gamified systems -- Chapter 20. Gamifying cultural heritage. education, tourism development, and territory promotion: two Italian examples -- Chapter 21. Studying thracian civilization through serious games and storytelling -- Chapter 22. Is the gamification of scientific work a good idea?: "little lies between friends" at MT180 -- Chapter 23. Introducing serious games as a master course in information security management programs: moving towards socio-technical incident response learning -- Chapter 24. Enablers and barriers of integrating game-based learning in professional development programmes: case study of child witness interview simulation in the police sector -- Chapter 25. Embracing simulations and problem-based learning to effectively pair concepts of aeronautics with flight safety training. |
ctrlnum | (CaBNVSL)slc00002322 (OCoLC)1297843948 |
dewey-full | 519.3 |
dewey-hundreds | 500 - Natural sciences and mathematics |
dewey-ones | 519 - Probabilities and applied mathematics |
dewey-raw | 519.3 |
dewey-search | 519.3 |
dewey-sort | 3519.3 |
dewey-tens | 510 - Mathematics |
discipline | Mathematik |
format | Electronic eBook |
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id | ZDB-98-IGB-00276508 |
illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:58Z |
institution | BVB |
isbn | 9781799892250 |
language | English |
oclc_num | 1297843948 |
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physical | 33 PDFs (657 pages) |
psigel | ZDB-98-IGB |
publishDate | 2022 |
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publisher | Business Science Reference, IGI Global, |
record_format | marc |
spelling | Handbook of research on cross-disciplinary uses of gamification in organizations Oscar Bernardes, Vanessa Amorim, and Antonio Moreira, editor. Hershey, PA : Business Science Reference, [2022] Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, 2022. 33 PDFs (657 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Chapter 1. Let's all play together: motivations of different gamification user types -- Chapter 2. Should I play or should I go?: identifying challenges for gamification -- Chapter 3. Player/user types for gamification -- Chapter 4. How to gamify e-government services?: a taxonomy of game elements -- Chapter 5. A view on the impact of gamified services in the wake of the COVID-19 pandemic: an interdisciplinary approach -- Chapter 6. Application of gamification in a marketing context: the psychological perspectives -- Chapter 7. Gamification in marketing: a case study from a customer value perspective -- Chapter 8. Role-playing games as a model of gamification applied to engagement of online communities -- Chapter 9. Gamification and health in a holistic perspective -- Chapter 10. Natural user interfaces for meditative health games -- Chapter 11. Serious games design principles using virtual reality to gamify upper limb stroke rehabilitation: the importance of engagement for rehabilitation -- Chapter 12. The effects of gamification on nurse work motivation -- Chapter 13. Collaborative learning: increasing work motivation through game-based learning -- Chapter 14. Applying gamification strategies to create training in lean methodologies: a practical case -- Chapter 15. Gamification or how to make a "green" behavior become a habit -- Chapter 16. Review bomb: on the gamification of the ideological conflict -- Chapter 17. Game-based learning for the acquisition of transversal skills: preventing and addressing hate speech -- Chapter 18. The potential of gamification for humanitarian organizations to support integration in migration contexts -- Chapter 19. The dehumanising consequences of gamification: recognising coercion and exploitation in gamified systems -- Chapter 20. Gamifying cultural heritage. education, tourism development, and territory promotion: two Italian examples -- Chapter 21. Studying thracian civilization through serious games and storytelling -- Chapter 22. Is the gamification of scientific work a good idea?: "little lies between friends" at MT180 -- Chapter 23. Introducing serious games as a master course in information security management programs: moving towards socio-technical incident response learning -- Chapter 24. Enablers and barriers of integrating game-based learning in professional development programmes: case study of child witness interview simulation in the police sector -- Chapter 25. Embracing simulations and problem-based learning to effectively pair concepts of aeronautics with flight safety training. "This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work,and empirical research findings" Description based on title screen (IGI Global, viewed 02/15/2022). Gamification Economic aspects. Simulation games in education. Simulation games Psychological aspects. Amorim, Vanessa, editor. Bernardes, Oscar, editor. Moreira, António Carrizo, editor. IGI Global, publisher. Print version: 1799892239 9781799892236 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-9223-6 Volltext |
spellingShingle | Handbook of research on cross-disciplinary uses of gamification in organizations Chapter 1. Let's all play together: motivations of different gamification user types -- Chapter 2. Should I play or should I go?: identifying challenges for gamification -- Chapter 3. Player/user types for gamification -- Chapter 4. How to gamify e-government services?: a taxonomy of game elements -- Chapter 5. A view on the impact of gamified services in the wake of the COVID-19 pandemic: an interdisciplinary approach -- Chapter 6. Application of gamification in a marketing context: the psychological perspectives -- Chapter 7. Gamification in marketing: a case study from a customer value perspective -- Chapter 8. Role-playing games as a model of gamification applied to engagement of online communities -- Chapter 9. Gamification and health in a holistic perspective -- Chapter 10. Natural user interfaces for meditative health games -- Chapter 11. Serious games design principles using virtual reality to gamify upper limb stroke rehabilitation: the importance of engagement for rehabilitation -- Chapter 12. The effects of gamification on nurse work motivation -- Chapter 13. Collaborative learning: increasing work motivation through game-based learning -- Chapter 14. Applying gamification strategies to create training in lean methodologies: a practical case -- Chapter 15. Gamification or how to make a "green" behavior become a habit -- Chapter 16. Review bomb: on the gamification of the ideological conflict -- Chapter 17. Game-based learning for the acquisition of transversal skills: preventing and addressing hate speech -- Chapter 18. The potential of gamification for humanitarian organizations to support integration in migration contexts -- Chapter 19. The dehumanising consequences of gamification: recognising coercion and exploitation in gamified systems -- Chapter 20. Gamifying cultural heritage. education, tourism development, and territory promotion: two Italian examples -- Chapter 21. Studying thracian civilization through serious games and storytelling -- Chapter 22. Is the gamification of scientific work a good idea?: "little lies between friends" at MT180 -- Chapter 23. Introducing serious games as a master course in information security management programs: moving towards socio-technical incident response learning -- Chapter 24. Enablers and barriers of integrating game-based learning in professional development programmes: case study of child witness interview simulation in the police sector -- Chapter 25. Embracing simulations and problem-based learning to effectively pair concepts of aeronautics with flight safety training. Gamification Economic aspects. Simulation games in education. Simulation games Psychological aspects. |
title | Handbook of research on cross-disciplinary uses of gamification in organizations |
title_auth | Handbook of research on cross-disciplinary uses of gamification in organizations |
title_exact_search | Handbook of research on cross-disciplinary uses of gamification in organizations |
title_full | Handbook of research on cross-disciplinary uses of gamification in organizations Oscar Bernardes, Vanessa Amorim, and Antonio Moreira, editor. |
title_fullStr | Handbook of research on cross-disciplinary uses of gamification in organizations Oscar Bernardes, Vanessa Amorim, and Antonio Moreira, editor. |
title_full_unstemmed | Handbook of research on cross-disciplinary uses of gamification in organizations Oscar Bernardes, Vanessa Amorim, and Antonio Moreira, editor. |
title_short | Handbook of research on cross-disciplinary uses of gamification in organizations |
title_sort | handbook of research on cross disciplinary uses of gamification in organizations |
topic | Gamification Economic aspects. Simulation games in education. Simulation games Psychological aspects. |
topic_facet | Gamification Economic aspects. Simulation games in education. Simulation games Psychological aspects. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-9223-6 |
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