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Transforming Society and Organizations through Gamification

From the Sustainable Development Goals to Inclusive Workplaces

Editors: Spanellis, Agnessa, Harviainen, J. Tuomas (Eds.)

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  • 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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eBook $129.00
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  • ISBN 978-3-030-68207-1
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Hardcover $169.99
price for USA in USD
  • ISBN 978-3-030-68206-4
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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.


About the authors

Agnessa Spanellis is an Assistant Professor at the School of Business Management, Heriot-Watt University. Her research interests are focused on the use of Games and Gamification for behavioral change, and improving organisational performance. She has set up a gaming research centre (GIECS) at Heriot-Watt University. Her latest projects include facilitating collaboration in the cooperatives of small farmers in Brazil and improving dissemination of information and resources among volunteers in the event of a volcanic eruption in rural areas of Indonesia. 
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.

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Table of contents (18 chapters)

Table of contents (18 chapters)
  • An Introduction to Societal Transformation Through Gamification

    Pages 3-9

    Spanellis, Agnessa (et al.)

  • Seven Points to Reappropriate Gamification

    Pages 11-28

    Thibault, Mattia (et al.)

  • The Competitive Disadvantaged: How Competitions Can Contribute to Poverty Elimination in Paraguay

    Pages 31-47

    Hammler, Katharina

  • Do You Have a Moment to Increase World Awesome? Game-Based Engagement with Social Change

    Pages 49-65

    Hassan, Lobna (et al.)

  • Serious Gaming and Development Aid: A Case Study from Egypt

    Pages 67-85

    Ghaly, Mina

Buy this book

eBook $129.00
price for USA in USD
  • ISBN 978-3-030-68207-1
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $169.99
price for USA in USD
  • ISBN 978-3-030-68206-4
  • Free shipping for individuals worldwide
  • Institutional customers should get in touch with their account manager
  • Covid-19 shipping restrictions
  • Usually ready to be dispatched within 3 to 5 business days, if in stock
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Bibliographic Information

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
Copyright
2021
Publisher
Palgrave Macmillan
Copyright Holder
The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG
eBook ISBN
978-3-030-68207-1
DOI
10.1007/978-3-030-68207-1
Hardcover ISBN
978-3-030-68206-4
Edition Number
1
Number of Pages
XIV, 386
Number of Illustrations
53 b/w illustrations
Topics