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Gamification in Education and Business

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Cover of 'Gamification in Education and Business'

Table of Contents

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    Book Overview
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    Chapter 1 A RECIPE for Meaningful Gamification
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    Chapter 2 Studying Gamification: The Effect of Rewards and Incentives on Motivation
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    Chapter 3 A Conceptual Framework for Gamification Measurement
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    Chapter 4 Implementing Game Design in Gamification
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    Chapter 5 Applied Behavioral Economics: A Game Designer’s Perspective
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    Chapter 6 Towards Leveraging Behavioral Economics in Mobile Application Design
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    Chapter 7 A Parallel Universe: Psychological Science in the Language of Game Design
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    Chapter 8 Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement
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    Chapter 9 Psychological Theory and the Gamification of Learning
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    Chapter 10 A History and Frameworks of Digital Badges in Education
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    Chapter 11 Game-Based Assessment: The Mash-Up We’ve Been Waiting For
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    Chapter 12 A Gamification-Based Framework for Developing Learning Activities of Computational Thinking
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    Chapter 13 Educational Gamified Science Simulations
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    Chapter 14 From Market Place to Collusion Detection: Case Studies of Gamification in Education
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    Chapter 15 Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption
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    Chapter 16 Storytelling to Immersive Learners in an Authentic Virtual Training Environment
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    Chapter 17 Shaping Behaviours Through Space and Place in Gamified Virtual Learning Environments
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    Chapter 18 The Development and Assessment of a Team-Based Management Game
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    Chapter 19 Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education
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    Chapter 20 Theoretical Considerations for Game-Based e-Learning Analytics
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    Chapter 21 Critical Perspective on Gamification in Education
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    Chapter 22 Implementing Gamification: Requirements and Gamification Platforms
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    Chapter 23 Workplace Psychology and Gamification: Theory and Application
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    Chapter 24 The Gamification as a Resourceful Tool to Improve Work Performance
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    Chapter 25 Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them
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    Chapter 26 Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
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    Chapter 27 Gamification in Education and Business
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    Chapter 28 How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
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    Chapter 29 Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment
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    Chapter 30 Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems
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    Chapter 31 How Gamification Can Help Companies to Become More Sustainable: A Case Study on Ride Sharing
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    Chapter 32 Gamification-supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions
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    Chapter 33 Application of Game Thinking and Game Elements in New Joiner Induction and On-Boarding Process
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    Chapter 34 Gamification: The Measurement of Benefits
Attention for Chapter 26: Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
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Chapter title
Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
Chapter number 26
Book title
Gamification in Education and Business
Published by
Springer International Publishing, October 2014
DOI 10.1007/978-3-319-10208-5_26
Book ISBNs
978-3-31-910207-8, 978-3-31-910208-5
Authors

Niko Vegt, Valentijn Visch, Huib de Ridder, Arnold Vermeeren

Editors

Torsten Reiners, Lincoln C. Wood

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 66 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 2 3%
Germany 2 3%
Estonia 1 2%
Unknown 61 92%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 14 21%
Student > Master 14 21%
Researcher 8 12%
Student > Bachelor 6 9%
Student > Doctoral Student 4 6%
Other 9 14%
Unknown 11 17%
Readers by discipline Count As %
Computer Science 16 24%
Business, Management and Accounting 8 12%
Social Sciences 7 11%
Psychology 6 9%
Arts and Humanities 3 5%
Other 10 15%
Unknown 16 24%