Anbieter: SpringBooks, Berlin, Deutschland
Erstausgabe
Hardcover. Zustand: As New. 1. Auflage. Unread, like new. Immediately dispatched from Germany.
Anbieter: Studibuch, Stuttgart, Deutschland
paperback. Zustand: Gut. 176 Seiten; 9783319833194.3 Gewicht in Gramm: 1.
Sprache: Englisch
Verlag: Springer-Verlag New York Inc, 2018
ISBN 10: 3319833197 ISBN 13: 9783319833194
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 232,44
Anzahl: 1 verfügbar
In den WarenkorbPaperback. Zustand: Brand New. reprint edition. 176 pages. 9.25x6.10x0.39 inches. In Stock.
Sprache: Englisch
Verlag: Springer International Publishing, Springer International Publishing, 2018
ISBN 10: 3319833197 ISBN 13: 9783319833194
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Sprache: Englisch
Verlag: Springer International Publishing, Springer International Publishing, 2016
ISBN 10: 3319455559 ISBN 13: 9783319455556
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.