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Handbook of research on cross-disciplinary uses of gamification in organizations / Oscar Bernardes, Vanessa Amorim, and Antonio Moreira, editor.

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Format:
Book
Contributor:
Moreira, António Carrizo, editor.
Amorim, Vanessa, editor.
Bernardes, Oscar, editor.
Language:
English
Subjects (All):
Gamification--Economic aspects.
Gamification.
Simulation games--Psychological aspects.
Simulation games.
Simulation games in education.
Physical Description:
33 PDFs (657 pages)
Place of Publication:
Hershey, Pennsylvania : IGI Global, [2022]
Summary:
"This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work,and empirical research findings"
Contents:
Chapter 1. Let's all play together: motivations of different gamification user types
Chapter 2. Should I play or should I go?: identifying challenges for gamification
Chapter 3. Player/user types for gamification
Chapter 4. How to gamify e-government services?: a taxonomy of game elements
Chapter 5. A view on the impact of gamified services in the wake of the COVID-19 pandemic: an interdisciplinary approach
Chapter 6. Application of gamification in a marketing context: the psychological perspectives
Chapter 7. Gamification in marketing: a case study from a customer value perspective
Chapter 8. Role-playing games as a model of gamification applied to engagement of online communities
Chapter 9. Gamification and health in a holistic perspective
Chapter 10. Natural user interfaces for meditative health games
Chapter 11. Serious games design principles using virtual reality to gamify upper limb stroke rehabilitation: the importance of engagement for rehabilitation
Chapter 12. The effects of gamification on nurse work motivation
Chapter 13. Collaborative learning: increasing work motivation through game-based learning
Chapter 14. Applying gamification strategies to create training in lean methodologies: a practical case
Chapter 15. Gamification or how to make a "green" behavior become a habit
Chapter 16. Review bomb: on the gamification of the ideological conflict
Chapter 17. Game-based learning for the acquisition of transversal skills: preventing and addressing hate speech
Chapter 18. The potential of gamification for humanitarian organizations to support integration in migration contexts
Chapter 19. The dehumanising consequences of gamification: recognising coercion and exploitation in gamified systems
Chapter 20. Gamifying cultural heritage. education, tourism development, and territory promotion: two Italian examples
Chapter 21. Studying thracian civilization through serious games and storytelling
Chapter 22. Is the gamification of scientific work a good idea?: "little lies between friends" at MT180
Chapter 23. Introducing serious games as a master course in information security management programs: moving towards socio-technical incident response learning
Chapter 24. Enablers and barriers of integrating game-based learning in professional development programmes: case study of child witness interview simulation in the police sector
Chapter 25. Embracing simulations and problem-based learning to effectively pair concepts of aeronautics with flight safety training.
Notes:
Description based on print version record.
Includes bibliographical references and index.
ISBN:
1-7998-9225-5
OCLC:
1297843948

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