Детальная информация
Название | Advances in business strategy and competitive advantage. — Handbook of research on cross-disciplinary uses of gamification in organizations |
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Другие авторы | Bernardes Oscar ; Amorim Vanessa ; Moreira António Carrizo |
Коллекция | Электронные книги зарубежных издательств ; Общая коллекция |
Тематика | Gamification — Economic aspects. ; Simulation games — Psychological aspects. ; Simulation games in education. ; Management games. ; Organizational behavior. ; Ludification — Aspect économique. ; Jeux de simulation — Aspect psychologique. ; Jeux de simulation en éducation. ; Jeux d'entreprise. ; Comportement organisationnel. ; EBSCO eBooks |
Тип документа | Другой |
Тип файла | |
Язык | Английский |
Права доступа | Доступ по паролю из сети Интернет (чтение, печать, копирование) |
Ключ записи | on1266195477 |
Дата создания записи | 23.08.2021 |
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Сеть | Интернет |
"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"--.
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- Cover
- Title Page
- Copyright Page
- Book Series
- Editorial Advisory Board
- List of Contributors
- Table of Contents
- Detailed Table of Contents
- Preface
- Chapter 1: Let's All Play Together
- Chapter 2: Should I Play or Should I Go?
- Chapter 3: Player/User Types for Gamification
- Chapter 4: How to Gamify E-Government Services?
- Chapter 5: A View on the Impact of Gamified Services in the Wake of the COVID-19 Pandemic
- Chapter 6: Application of Gamification in a Marketing Context
- Chapter 7: Gamification in Marketing
- 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
- Chapter 12: The Effects of Gamification on Nurse Work Motivation
- Chapter 13: Collaborative Learning
- Chapter 14: Applying Gamification Strategies to Create Training in Lean Methodologies
- Chapter 15: Gamification or How to Make a “Green” Behavior Become a Habit
- Chapter 16: Review Bomb
- Chapter 17: Game-Based Learning for the Acquisition of Transversal Skills
- Chapter 18: The Potential of Gamification for Humanitarian Organizations to Support Integration in Migration Contexts
- Chapter 19: The Dehumanising Consequences of Gamification
- Chapter 20: Gamifying Cultural Heritage. Education, Tourism Development, and Territory Promotion
- Chapter 21: Studying Thracian Civilization Through Serious Games and Storytelling
- Chapter 22: Is the Gamification of Scientific Work a Good Idea?
- Chapter 23: Introducing Serious Games as a Master Course in Information Security Management Programs
- Chapter 24: Enablers and Barriers of Integrating Game-Based Learning in Professional Development Programmes
- Chapter 25: Embracing Simulations and Problem-Based Learning to Effectively Pair Concepts of Aeronautics With Flight Safety Training
- Compilation of References
- About the Contributors
- Index