TY - BOOK AU - Stieglitz,Stefan AU - Lattemann,Christoph AU - Robra-Bissantz,Susanne AU - Zarnekow,Rüdiger AU - Brockmann,Tobias ED - SpringerLink (Online service) TI - Gamification: Using Game Elements in Serious Contexts T2 - Progress in IS, SN - 9783319455570 AV - HD30.2 U1 - 658.4038 23 PY - 2017/// CY - Cham PB - Springer International Publishing, Imprint: Springer KW - Management information systems KW - Economic theory KW - Computers KW - Business Information Systems KW - Economic Theory/Quantitative Economics/Mathematical Methods KW - Information Systems and Communication Service N1 - Part I: Fundamentals, Concepts, and Theories of Gamification -- Part II: Open Innovation, Collaboration and Gamification -- Part III: Gamification and Learning; Available to subscribing member institutions only. Доступно лише організаціям членам підписки N2 - 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 UR - https://doi.org/10.1007/978-3-319-45557-0 ER -