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Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, Bernardes Oscar, Amorim Vanessa, Moreira Antуnio Carrizo


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Автор: Bernardes Oscar, Amorim Vanessa, Moreira Antуnio Carrizo
Название:  Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
ISBN: 9781799892236
Издательство: Mare Nostrum (Eurospan)
Классификация:


ISBN-10: 1799892239
Обложка/Формат: Hardback
Страницы: 400
Вес: 1.86 кг.
Дата издания: 30.01.2022
Серия: Computing & IT
Язык: English
Размер: 130 x 198 x 18
Читательская аудитория: Professional and scholarly
Рейтинг:
Поставляется из: Англии
Описание: This comprehensive and timely publication is an essential reference source, building on the available literature in the field of gamification for the economic and social development of countries while providing further research opportunities in this dynamic and growing field.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

Автор: Miralem Helmefalk, Leif Marcusson
Название: Utilizing Gamification in Servicescapes for Improved Consumer Engagement
ISBN: 179981971X ISBN-13(EAN): 9781799819714
Издательство: Mare Nostrum (Eurospan)
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Цена: 152460.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Emerging Research and Trends in Gamification

Автор: Harsha Gangadharbatla, Donna Z. Davis
Название: Emerging Research and Trends in Gamification
ISBN: 1466686510 ISBN-13(EAN): 9781466686519
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 208830.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as digital development, game design, human resource processes, social change, and video game learning.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

Автор: Miralem Helmefalk, Leif Marcusson
Название: Utilizing Gamification in Servicescapes for Improved Consumer Engagement
ISBN: 1799819701 ISBN-13(EAN): 9781799819707
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 201430.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298111 ISBN-13(EAN): 9789813298118
Издательство: Springer
Рейтинг:
Цена: 102480.00 T
Наличие на складе: Поставка под заказ.
Описание: This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.

Gamification, digitalisierung und industrie 4.0

Автор: Anderie, Lutz
Название: Gamification, digitalisierung und industrie 4.0
ISBN: 3658198648 ISBN-13(EAN): 9783658198640
Издательство: Неизвестно
Рейтинг:
Цена: 24810.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Der Dreiklang der Technologieentwicklung.- Die Bedeutung der Games Industry fьr andere Branchen.- Management und Gamification.


Digitalisation and Human Security: A Multi-Disciplinary Approach to Cybersecurity in the European High North

Автор: Salminen Mirva, Zojer Gerald, Hossain Kamrul
Название: Digitalisation and Human Security: A Multi-Disciplinary Approach to Cybersecurity in the European High North
ISBN: 3030480690 ISBN-13(EAN): 9783030480691
Издательство: Springer
Рейтинг:
Цена: 139750.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book constructs a multidisciplinary approach to human security questions related to digitalisation in the European High North i.e. It challenges the mainstream conceptualisation of cybersecurity and reconstructs it with the human being as the referent object of security.

Mixed reality and gamification for cultural heritage

Название: Mixed reality and gamification for cultural heritage
ISBN: 3319496069 ISBN-13(EAN): 9783319496061
Издательство: Springer
Рейтинг:
Цена: 102480.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general.

Digitalisation and Human Security: A Multi-Disciplinary Approach to Cybersecurity in the European High North

Автор: Salminen Mirva, Zojer Gerald, Hossain Kamrul
Название: Digitalisation and Human Security: A Multi-Disciplinary Approach to Cybersecurity in the European High North
ISBN: 3030480720 ISBN-13(EAN): 9783030480721
Издательство: Springer
Рейтинг:
Цена: 139750.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book constructs a multidisciplinary approach to human security questions related to digitalisation in the European High North i.e. It challenges the mainstream conceptualisation of cybersecurity and reconstructs it with the human being as the referent object of security.

Tailored Gamification to Educational Technologies

Автор: Wilk Oliveira; Ig Ibert Bittencourt
Название: Tailored Gamification to Educational Technologies
ISBN: 9813298146 ISBN-13(EAN): 9789813298149
Издательство: Springer
Рейтинг:
Цена: 93160.00 T
Наличие на складе: Поставка под заказ.
Описание: Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students` gamer type and age.

Next-Generation Applications and Implementations of Gamification Systems

Автор: Portela Filipe, Queirуs Ricardo
Название: Next-Generation Applications and Implementations of Gamification Systems
ISBN: 1799880893 ISBN-13(EAN): 9781799880899
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 260570.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability.

Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.

Mixed Reality and Gamification for Cultural Heritage

Автор: Ioannides Marinos, Magnenat-Thalmann Nadia, Papagiannakis George
Название: Mixed Reality and Gamification for Cultural Heritage
ISBN: 331984198X ISBN-13(EAN): 9783319841984
Издательство: Springer
Рейтинг:
Цена: 79190.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general.

Next-Generation Applications and Implementations of Gamification Systems

Автор: Portela Filipe, Queirуs Ricardo
Название: Next-Generation Applications and Implementations of Gamification Systems
ISBN: 1799880907 ISBN-13(EAN): 9781799880905
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 196810.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability.

Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.


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