Transforming Society and Organizations through Gamification
From the Sustainable Development Goals to Inclusive Workplaces
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, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals.Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing fi…
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Produktdetails
Weitere Autoren: Spanellis, Agnessa (Hrsg.)
- ISBN: 978-3-030-68206-4
- EAN: 9783030682064
- Produktnummer: 36487020
- Verlag: Springer International Publishing
- Sprache: Englisch
- Erscheinungsjahr: 2021
- Seitenangabe: 400 S.
- Masse: H21.6 cm x B15.3 cm x D2.6 cm 628 g
- Auflage: 1st ed. 2021
- Abbildungen: HC runder Rücken kaschiert
- Gewicht: 628
Über den Autor
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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