語系:
繁體中文
English
說明(常見問題)
圖資館首頁
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Transforming society and organizatio...
~
Harviainen, J. Tuomas.
Transforming society and organizations through gamificationfrom the sustainable development goals to inclusive workplaces /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Transforming society and organizations through gamificationedited by Agnessa Spanellis, J. Tuomas Harviainen.
其他題名:
from the sustainable development goals to inclusive workplaces /
其他作者:
Spanellis, Agnessa.
出版者:
Cham :Springer International Publishing :2021.
面頁冊數:
xiv, 386 p. :ill., digital ;24 cm.
Contained By:
Springer Nature eBook
標題:
Social change.
電子資源:
https://doi.org/10.1007/978-3-030-68207-1
ISBN:
9783030682071$q(electronic bk.)
Transforming society and organizations through gamificationfrom the sustainable development goals to inclusive workplaces /
Transforming society and organizations through gamification
from the sustainable development goals to inclusive workplaces /[electronic resource] :edited by Agnessa Spanellis, J. Tuomas Harviainen. - Cham :Springer International Publishing :2021. - xiv, 386 p. :ill., digital ;24 cm.
Introduction -- Intro: why gamification is relevant -- Getting participants -- Social lens -- Peace-making -- Livelihood of smallholder farmers -- Refugee integration -- Community resilience -- Social Impact of gamified education -- Inclusivity in the workplace -- Environmental lens -- Ecosystems -- Reduction of carbon emissions -- Disaster prevention and awareness -- Public transportation -- Economic lens -- Gamification for social enterprises -- Ethical finance (CU) -- Suitability for public organisations -- Financial education for economic sustainability -- Youth employment -- Family wellbeing in disadvantaged areas -- Conclusions -- Relevance of gamification: a critical review.
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.
ISBN: 9783030682071$q(electronic bk.)
Standard No.: 10.1007/978-3-030-68207-1doiSubjects--Topical Terms:
175259
Social change.
LC Class. No.: HD30.255 / .T73 2021
Dewey Class. No.: 303.4
Transforming society and organizations through gamificationfrom the sustainable development goals to inclusive workplaces /
LDR
:03416nmm a2200325 a 4500
001
598322
003
DE-He213
005
20210507121816.0
006
m d
007
cr nn 008maaau
008
211025s2021 sz s 0 eng d
020
$a
9783030682071$q(electronic bk.)
020
$a
9783030682064$q(paper)
024
7
$a
10.1007/978-3-030-68207-1
$2
doi
035
$a
978-3-030-68207-1
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
HD30.255
$b
.T73 2021
072
7
$a
KJJ
$2
bicssc
072
7
$a
BUS072000
$2
bisacsh
072
7
$a
KJJ
$2
thema
082
0 4
$a
303.4
$2
23
090
$a
HD30.255
$b
.T772 2021
245
0 0
$a
Transforming society and organizations through gamification
$h
[electronic resource] :
$b
from the sustainable development goals to inclusive workplaces /
$c
edited by Agnessa Spanellis, J. Tuomas Harviainen.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Macmillan,
$c
2021.
300
$a
xiv, 386 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
Introduction -- Intro: why gamification is relevant -- Getting participants -- Social lens -- Peace-making -- Livelihood of smallholder farmers -- Refugee integration -- Community resilience -- Social Impact of gamified education -- Inclusivity in the workplace -- Environmental lens -- Ecosystems -- Reduction of carbon emissions -- Disaster prevention and awareness -- Public transportation -- Economic lens -- Gamification for social enterprises -- Ethical finance (CU) -- Suitability for public organisations -- Financial education for economic sustainability -- Youth employment -- Family wellbeing in disadvantaged areas -- Conclusions -- Relevance of gamification: a critical review.
520
$a
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.
650
0
$a
Social change.
$3
175259
650
0
$a
Organizational change.
$3
183373
650
0
$a
Gamification.
$3
830470
650
1 4
$a
Sustainability Management.
$3
739721
650
2 4
$a
Employee Health and Wellbeing.
$3
779338
650
2 4
$a
Innovation/Technology Management.
$3
514149
650
2 4
$a
Corporate Social Responsibility.
$3
744984
700
1
$a
Spanellis, Agnessa.
$3
892048
700
1
$a
Harviainen, J. Tuomas.
$3
744450
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer Nature eBook
856
4 0
$u
https://doi.org/10.1007/978-3-030-68207-1
950
$a
Business and Management (SpringerNature-41169)
筆 0 讀者評論
全部
電子館藏
館藏
1 筆 • 頁數 1 •
1
條碼號
館藏地
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
000000197005
電子館藏
1圖書
電子書
EB HD30.255 .T772 2021 2021
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
多媒體檔案
https://doi.org/10.1007/978-3-030-68207-1
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入