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dc.contributor.author | Bernardes Oscar | |
dc.contributor.author | Amorim Vanessa | |
dc.contributor.author | Moreira António Carrizo | |
dc.date.accessioned | 2024-01-29T22:26:09Z | |
dc.date.available | 2024-01-29T22:26:09Z | |
dc.date.issued | 2022 | |
dc.identifier.citation | Handbook of research on cross-disciplinary uses of gamification in organizations Advances in business strategy and competitive advantage. - 1 online resource : - URL: https://libweb.kpfu.ru/ebsco/pdf/3147242.pdf | |
dc.identifier.isbn | 1799892255 | |
dc.identifier.isbn | 9781799892250 | |
dc.identifier.uri | https://dspace.kpfu.ru/xmlui/handle/net/180711 | |
dc.description | Includes bibliographical references and index. | |
dc.description.abstract | "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"-- | |
dc.description.tableofcontents | 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. | |
dc.language | English | |
dc.language.iso | en | |
dc.relation.ispartofseries | Advances in business strategy and competitive advantage (ABSCA) book series | |
dc.relation.ispartofseries | Advances in business strategy and competitive advantage. | |
dc.subject.other | Gamification -- Economic aspects. | |
dc.subject.other | Simulation games -- Psychological aspects. | |
dc.subject.other | Simulation games in education. | |
dc.subject.other | Management games. | |
dc.subject.other | Organizational behavior. | |
dc.subject.other | Ludification -- Aspect économique. | |
dc.subject.other | Jeux de simulation -- Aspect psychologique. | |
dc.subject.other | Jeux de simulation en éducation. | |
dc.subject.other | Jeux d'entreprise. | |
dc.subject.other | Comportement organisationnel. | |
dc.subject.other | Management games. | |
dc.subject.other | Organizational behavior. | |
dc.subject.other | Simulation games in education. | |
dc.subject.other | Electronic books. | |
dc.title | Handbook of research on cross-disciplinary uses of gamification in organizations Advances in business strategy and competitive advantage./ Oscar Bernardes, Vanessa Amorim, António Carrizo Moreira. | |
dc.type | Book | |
dc.description.pages | 1 online resource : | |
dc.collection | Электронно-библиотечные системы | |
dc.source.id | EN05CEBSCO05C1932 |