Using Game Elements in Serious Contexts
Editors: Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann
Introduces the fundamentals, concepts and theories of gamification
Presents a broad range of practical applications of gamification in various domains
Guides reader towards the successful implementation and application of gamification-based functions
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.
Table of contents
Front Matter
Fundamentals, Concepts, and Theories of Gamification
• Front Matter
• Introduction to Gamification: Foundation and Underlying Theories
• Gamification and Behaviour
• Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs
Open Innovation, Collaboration and Gamification
• Front Matter
• Customer-Oriented Strategies and Gamification—The Example of Open Customer Innovation
• Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities
• Boundaries of Open Innovation and Games
• Social Collaboration and Gamification
• A Serious Game as a Market Research Method for Purchase Decision Processes
• Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification
Gamification and Learning
• Front Matter
• Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
• Gamification of Teaching in Higher Education