Overview
- Includes contributions from international, interdisciplinary scholars
- Explores the valuable contribution gamification can have in implementing the UN Sustainable Development Goals
- Grounds case studies in rigorous theory, setting an agenda for future research
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Table of contents (18 chapters)
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Introduction
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Economic Lens
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Environmental Lens
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Social Lens
Keywords
About this book
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 field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies.
Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties.
J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.Reviews
Editors and Affiliations
About the editors
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.
Bibliographic Information
Book Title: Transforming Society and Organizations through Gamification
Book Subtitle: From the Sustainable Development Goals to Inclusive Workplaces
Editors: Agnessa Spanellis, J. Tuomas Harviainen
DOI: https://doi.org/10.1007/978-3-030-68207-1
Publisher: Palgrave Macmillan Cham
eBook Packages: Business and Management, Business and Management (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
Hardcover ISBN: 978-3-030-68206-4Published: 08 May 2021
Softcover ISBN: 978-3-030-68209-5Published: 08 May 2022
eBook ISBN: 978-3-030-68207-1Published: 07 May 2021
Edition Number: 1
Number of Pages: XIV, 386
Number of Illustrations: 53 b/w illustrations
Topics: Sustainability Management, Employee Health and Wellbeing, Innovation/Technology Management, Corporate Social Responsibility