Transforming Society and Organizations through Gamification

From the Sustainable Development Goals to Inclusive Workplaces

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Éditeur :

Palgrave Macmillan

Paru le : 2021-05-07

Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, look...
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À propos



Collection
n.c

Parution
2021-05-07

Pages
386 pages

EAN papier
9783030682064

Agnessa Spanellis is an Assistant Professor at the School of Business Management, Heriot-Watt University. Her research interests are focused on the use of Games and Gamification for behavioral change, and improving organisational performance. She has set up a gaming research centre (GIECS) at Heriot-Watt University. Her latest projects include facilitating collaboration in the cooperatives of small farmers in Brazil and improving dissemination of information and resources among volunteers in the event of a volcanic eruption in rural areas of Indonesia. J. Tuomas Harviainen is Associate Professor of Information Practices at Tampere University, Finland, and one of the editors of the journal Simulation & Gaming. His work has been published in venues such as Organization Studies, New Media & Society, Journal of Business Ethics, Technology & Culture, and Journal of Documentation.

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EAN PDF
9783030682071
Prix
94,94 €
Nombre pages copiables
3
Nombre pages imprimables
38
Taille du fichier
10957 Ko
EAN EPUB
9783030682071
Prix
94,94 €
Nombre pages copiables
3
Nombre pages imprimables
38
Taille du fichier
26870 Ko

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