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
  12. Christopher J. Devers, Regan A. R. Gurung
    Pages 417-430
  13. Philipp Herzig, Michael Ameling, Bernhard Wolf, Alexander Schill
    Pages 431-450
  14. Philipp Herzig, Michael Ameling, Alexander Schill
    Pages 451-471
  15. Niko Vegt, Valentijn Visch, Huib de Ridder, Arnold Vermeeren
    Pages 513-533
  16. Kai Erenli
    Pages 535-552
  17. Rachel C. Callan, Kristina N. Bauer, Richard N. Landers
    Pages 553-568
  18. Briana Brownell, Jared Cechanowicz, Carl Gutwin
    Pages 569-591
  19. Stefan Diewald, Andreas Möller, Tobias Stockinger, Luis Roalter, Marion Koelle, Patrick Lindemann et al.
    Pages 637-661
  20. Keith Conley, Caitlin Donaldson
    Pages 673-688
  21. Back Matter
    Pages 689-710

About this book


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.


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
  • 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
  • Buy this book on publisher's site