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Gamification

Using Game Elements in Serious Contexts

  • Stefan Stieglitz
  • Christoph Lattemann
  • Susanne Robra-Bissantz
  • Rüdiger Zarnekow
  • Tobias Brockmann

Part of the Progress in IS book series (PROIS)

Table of contents

  1. Front Matter
    Pages i-xi
  2. Fundamentals, Concepts, and Theories of Gamification

    1. Front Matter
      Pages 1-1
    2. Amir Matallaoui, Nicolai Hanner, Rüdiger Zarnekow
      Pages 3-18
    3. Alaa AlMarshedi, Vanissa Wanick, Gary B. Wills, Ashok Ranchhod
      Pages 19-29
    4. Benjamin Heilbrunn, Philipp Herzig, Alexander Schill
      Pages 31-47
  3. Open Innovation, Collaboration and Gamification

    1. Front Matter
      Pages 49-49
    2. Susanne Robra-Bissantz, Christoph Lattemann
      Pages 51-63
    3. Christian Scheiner, Philipp Haas, Ulrich Bretschneider, Ivo Blohm, Jan Marco Leimeister
      Pages 65-76
    4. Maximilian Witt
      Pages 77-91
    5. Christian Meske, Tobias Brockmann, Konstantin Wilms, Stefan Stieglitz
      Pages 93-109
    6. Fabiano Dalpiaz, Remco Snijders, Sjaak Brinkkemper, Mahmood Hosseini, Alimohammad Shahri, Raian Ali
      Pages 123-135
  4. Gamification and Learning

    1. Front Matter
      Pages 137-137
    2. Dominik Siemon, Linda Eckardt
      Pages 153-164

About this book

Introduction

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.

Keywords

Customer retention E-learning Electronic learning Gamification Innovation management M-learning Mobile applications Mobile learning Serious gaming Virtual worlds

Editors and affiliations

  • Stefan Stieglitz
    • 1
  • Christoph Lattemann
    • 2
  • Susanne Robra-Bissantz
    • 3
  • Rüdiger Zarnekow
    • 4
  • Tobias Brockmann
    • 5
  1. 1.Computer Science & Applied Cognitive ScienceUniversity Duisburg-EssenDuisburgGermany
  2. 2.Jacobs University BremenBremenGermany
  3. 3.Informations ManagementTechnische Universität Braunschweig BraunschweigGermany
  4. 4.Information and Communication ManagementTechnical University of Berlin BerlinGermany
  5. 5.innoscale AG BerlinGermany

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-45557-0
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Business and Management
  • Print ISBN 978-3-319-45555-6
  • Online ISBN 978-3-319-45557-0
  • Series Print ISSN 2196-8705
  • Series Online ISSN 2196-8713
  • Buy this book on publisher's site
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