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Gamification: Using Game Elements in Serious Contexts - Practical

Gamification: Using Game Elements in Serious Contexts - Practical

Regular price $199.99 USD

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In this review the compendium Gamification: Using Game Elements in Serious Contexts is evaluated for readers seeking a practical introduction to applying playful mechanics in professional information systems. The book's single biggest reason to buy is its combination of foundational theory and concrete corporate case studies, which together make it a useful bridge between academic concepts and real-world implementation. Those wanting step-by-step design templates will find valuable guidance, while readers expecting purely theoretical discourse should note the balanced, application-oriented approach.

Key Features

  • Foundational theory: The opening sections explain core concepts and theories of gamification, giving readers a clear conceptual vocabulary to plan projects.
  • Application focus: Separate sections provide targeted examples on using game elements in customer management, innovation and learning contexts, which helps translate ideas into practice.
  • Corporate case studies: Several cases document gamification projects developed for large corporations, illustrating implementation choices and outcomes.
  • Domain variety: Coverage spans mobile applications, virtual worlds, and teaching, enabling readers to compare approaches across technical and organizational settings.
  • Practical guidance: The compendium highlights how playful functions can be implemented in information systems, offering actionable inspiration for IT and business teams.

Who It's For

Gamification will suit practitioners in information systems, product managers and business intelligence professionals who need a practical introduction to integrating game mechanics into enterprise applications. Academics and instructors looking for applied examples of game theory in business contexts will also find relevant cases and theoretical framing.

Readers seeking a short how-to checklist for building a complete gamified product from scratch should look elsewhere, as the book emphasizes concepts and varied case documentation rather than a single prescriptive template. It is not a programming manual for specific platforms.

Pros & Cons

Pros

  • Combines theory and practice so readers learn both conceptual foundations and real-world applications.
  • Contains diverse, industry-focused case studies that show different implementation strategies for large organizations.
  • Addresses multiple domains such as customer management, innovation, and mobile apps, useful for cross-disciplinary planning.

Cons

  • Not a substitute for platform-specific technical documentation or step-by-step coding guides.
  • Readers wanting a single, unified framework may find the variety of cases requires synthesis across chapters.

Specifications

Title Gamification: Using Game Elements in Serious Contexts
Editors/Authors Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rudiger Zarnekow, Tobias Brockmann
Scope Foundations and application-oriented sections with multiple case studies
Application areas Customer management, innovation management, teaching and learning, mobile applications, virtual worlds
Approach Combination of game theory and professional application in information systems
Audience Information systems practitioners, managers, and applied researchers

Our Verdict

For practitioners and managers who need a thoughtful, applied introduction to gamification, this compendium is good value: it pairs conceptual grounding with multiple corporate cases so readers can adapt strategies to their own systems. It is particularly useful for teams planning enterprise or educational projects who want inspiration and documented examples rather than code-level instructions.

Frequently Asked Questions

Does this book explain the basic theory of gamification?
Yes, the first part presents fundamentals and related theories to build a conceptual foundation.

Are there real-world examples included?
Yes, the book contains several case studies developed for large corporations across different domains.

Is this a technical programming guide?
No, it focuses on concepts and application cases rather than platform-specific coding instructions.

Editor's Take

GearMustHave editorial rating: 4.2 out of 5. GearMustHave Editorial Rating

This compendium pairs conceptual grounding with multiple corporate case studies to give information systems practitioners and managers practical guidance for applying gamification, making it good value for project planning though not a coding manual.

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Gamification: Using Game Elements in Serious Contexts - Practical
Gamification: Using Game Elements in Serious Contexts - Practical
Regular price $199.99 USD
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