© 2015

Transforming Learning and IT Management through Gamification


Table of contents

  1. Front Matter
    Pages i-xiii
  2. Edmond C. Prakash, Madhusudan Rao
    Pages 1-6
  3. Edmond C. Prakash, Madhusudan Rao
    Pages 7-33
  4. Edmond C. Prakash, Madhusudan Rao
    Pages 35-46
  5. Edmond C. Prakash, Madhusudan Rao
    Pages 47-72
  6. Edmond C. Prakash, Madhusudan Rao
    Pages 73-97
  7. Edmond C. Prakash, Madhusudan Rao
    Pages 99-102
  8. Edmond C. Prakash, Madhusudan Rao
    Pages 103-112
  9. Edmond C. Prakash, Madhusudan Rao
    Pages 113-119

About this book


This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues.

IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.


Education IT management edutainment game mechanics information technology

Authors and affiliations

  1. 1.University of BedfordshireLutonUnited Kingdom
  2. 2.Dell IndiaBangaloreIndia

Bibliographic information

  • Book Title Transforming Learning and IT Management through Gamification
  • Authors Edmond C. Prakash
    Madhusudan Rao
  • Series Title International Series on Computer Entertainment and Media Technology
  • Series Abbreviated Title Internat. Ser.on Computer Entertain., Media Tech.
  • DOI
  • Copyright Information Springer International Publishing Switzerland 2015
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science Computer Science (R0)
  • Hardcover ISBN 978-3-319-18698-6
  • Softcover ISBN 978-3-319-37120-7
  • eBook ISBN 978-3-319-18699-3
  • Series ISSN 2364-947X
  • Series E-ISSN 2364-9488
  • Edition Number 1
  • Number of Pages XIII, 119
  • Number of Illustrations 2 b/w illustrations, 22 illustrations in colour
  • Topics Information Systems and Communication Service
    Management of Computing and Information Systems
  • Buy this book on publisher's site
Industry Sectors
Chemical Manufacturing
IT & Software
Consumer Packaged Goods
Finance, Business & Banking


“This title is undoubtedly a valuable contribution to the literature in the field. Most of today’s enterprise IT managers will find many useful facts and answers on a game-oriented approach to everyday work tasks, improving employee motivation, innovation, and productivity using IT as a standard tool. … this book provides evidence for gamification’s ability to improve work culture, productivity, and success.” (F. J. Ruzic, Computing Reviews, March, 2016)