Gamification in Education and Business

  • Torsten Reiners
  • Lincoln C. Wood

Table of contents

  1. Front Matter
    Pages i-liv
  2. Scott Nicholson
    Pages 1-20
  3. Ganit Richter, Daphne R. Raban, Sheizaf Rafaeli
    Pages 21-46
  4. Federico Danelli
    Pages 67-79
  5. Tobias Stockinger, Marion Koelle, Patrick Lindemann, Matthias Kranz, Stefan Diewald, Andreas Möller et al.
    Pages 105-131
  6. Thomas E. Heinzen, Michael S. Gordon, R. Eric Landrum, Regan A. R. Gurung, Dana S. Dunn, Sam Richman
    Pages 133-149
  7. Richard N. Landers, Kristina N. Bauer, Rachel C. Callan, Michael B. Armstrong
    Pages 165-186
  8. Nathaniel Ostashewski, Doug Reid
    Pages 187-200
  9. Thomas E. Heinzen, R. Eric Landrum, Regan A. R. Gurung, Dana S. Dunn
    Pages 201-217
  10. Johanna Pirker, Christian Gütl
    Pages 253-275
  11. John Denholm, Ian Dunwell, Sara de Freitas
    Pages 355-383

About this book

Introduction

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business.

The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Keywords

Adaptive Systems Complex Systems Education Forecasting Game Theory Gamification

Editors and affiliations

  • Torsten Reiners
    • 1
  • Lincoln C. Wood
    • 2
  1. 1.School of Information SystemsCurtin UniversityBentleyAustralia
  2. 2.Dept. of Business Information SystemsAuckland University of TechnologyAucklandNew Zealand

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-10208-5
  • Copyright Information Springer International Publishing Switzerland 2015
  • Publisher Name Springer, Cham
  • eBook Packages Business and Economics
  • Print ISBN 978-3-319-10207-8
  • Online ISBN 978-3-319-10208-5
  • About this book