Brockmann, Tobias
Gamification
Part I. Fundamentals, Concepts, and Theories of Gamification
1. Introduction to Gamification: Foundation and Underlying Theories
Amir Matallaoui, Nicolai Hanner, Rüdiger Zarnekow
2. Gamification and Behaviour
Alaa AlMarshedi, Vanissa Wanick, Gary B. Wills, Ashok Ranchhod
3. Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs
Benjamin Heilbrunn, Philipp Herzig, Alexander Schill
Part II. Open Innovation, Collaboration and Gamification
4. Customer-Oriented Strategies and Gamification—The Example of Open Customer Innovation
Susanne Robra-Bissantz, Christoph Lattemann
5. Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities
Christian Scheiner, Philipp Haas, Ulrich Bretschneider, Ivo Blohm, Jan Marco Leimeister
6. Boundaries of Open Innovation and Games
Maximilian Witt
7. Social Collaboration and Gamification
Christian Meske, Tobias Brockmann, Konstantin Wilms, Stefan Stieglitz
8. A Serious Game as a Market Research Method for Purchase Decision Processes
Silke Plennert
9. Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification
Fabiano Dalpiaz, Remco Snijders, Sjaak Brinkkemper, Mahmood Hosseini, Alimohammad Shahri, Raian Ali
Part III. Gamification and Learning
10. Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
Răzvan Rughiniş, Cosima Rughiniş
11. Gamification of Teaching in Higher Education
Dominik Siemon, Linda Eckardt
Avainsanat: Business and Management, Business Information Systems, Economic Theory/Quantitative Economics/Mathematical Methods, Information Systems and Communication Service
- Toimittaja
- Brockmann, Tobias
- Lattemann, Christoph
- Robra-Bissantz, Susanne
- Stieglitz, Stefan
- Zarnekow, Rüdiger
- Julkaisija
- Springer
- Julkaisuvuosi
- 2017
- Kieli
- en
- Painos
- 1
- Sarja
- Progress in IS
- Sivumäärä
- 11 sivua
- Kategoria
- Talous
- Tiedostomuoto
- E-kirja
- eISBN (PDF)
- 9783319455570
- Painetun ISBN
- 978-3-319-45555-6