Skip to main content
  • Book
  • © 2015

Gamification in Education and Business

  • Presents a concrete guideline for implementation and a strong theoretical basis to properly implement gamification technology

  • Includes chapters covering the “dark side” of gamification and how to solve problems with implemented systems

  • Offers case studies that demonstrate applied gamification; covering pitfalls and guidelines to successful implement a project?

  • Includes supplementary material: sn.pub/extras

Buy it now

Buying options

eBook USD 219.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 279.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 279.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (34 chapters)

  1. Front Matter

    Pages i-liv
  2. A RECIPE for Meaningful Gamification

    • Scott Nicholson
    Pages 1-20
  3. Studying Gamification: The Effect of Rewards and Incentives on Motivation

    • Ganit Richter, Daphne R. Raban, Sheizaf Rafaeli
    Pages 21-46
  4. Implementing Game Design in Gamification

    • Federico Danelli
    Pages 67-79
  5. Towards Leveraging Behavioral Economics in Mobile Application Design

    • Tobias Stockinger, Marion Koelle, Patrick Lindemann, Matthias Kranz, Stefan Diewald, Andreas Möller et al.
    Pages 105-131
  6. A Parallel Universe: Psychological Science in the Language of Game Design

    • Thomas E. Heinzen, Michael S. Gordon, R. Eric Landrum, Regan A. R. Gurung, Dana S. Dunn, Sam Richman
    Pages 133-149
  7. Psychological Theory and the Gamification of Learning

    • Richard N. Landers, Kristina N. Bauer, Rachel C. Callan, Michael B. Armstrong
    Pages 165-186
  8. A History and Frameworks of Digital Badges in Education

    • Nathaniel Ostashewski, Doug Reid
    Pages 187-200
  9. Game-Based Assessment: The Mash-Up We’ve Been Waiting For

    • Thomas E. Heinzen, R. Eric Landrum, Regan A. R. Gurung, Dana S. Dunn
    Pages 201-217
  10. Educational Gamified Science Simulations

    • Johanna Pirker, Christian Gütl
    Pages 253-275
  11. The Development and Assessment of a Team-Based Management Game

    • John Denholm, Ian Dunwell, Sara de Freitas
    Pages 355-383

About this book

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business.

The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Reviews

“This book will occupy an honored place in our school’s professional development library for teachers and administrators. Gamification is a veritable goldmine of material for teacher training sessions. … Gamification offers a plethora of evidence, again, provided by worldwide experts. If a teacher or administrator still has questions regarding the effectiveness of gamification, somewhere within this book’s 700+ pages there’s bound to be an adequate answer.” (David W. Deeds, Technology, Knowledge and Learning, Vol. 21, 2016)

Editors and Affiliations

  • School of Information Systems, Curtin University, Bentley, Australia

    Torsten Reiners

  • Dept. of Business Information Systems, Auckland University of Technology, Auckland, New Zealand

    Lincoln C. Wood

About the editors

Dr Torsten Reiners is Senior Lecturer in Logistics at the Curtin University, Australia. His research and teaching experiences are in the areas of operations research, but include instructional design, development of adaptive learning environments, distant collaboration, and mobile learning. His PhD Thesis is about adaptive learning material in the field of operations research. He participated in multiple projects to use 3D spaces for learning support; i.e. to improve the authenticity of learning in classes about production and simulation. He is project leader on a competitive grant from the Australian Office of Learning and Teaching (www.ndive-project.com) about developing a theoretical framework for authentic and immersive education with gamified elements.

Dr Lincoln C. Wood is a Senior Lecturer (operations and supply chain management) at Auckland University of Technology (New Zealand) and an Adjunct Research Fellow at Curtin Business School (Australia). He received the Council of Supply Chain Management Professional’s (CSCMP) Young Researcher Award in 2009 in the USA and earned his PhD at the University of Auckland (New Zealand). After developing a strong interest in effective supply chain education, Dr Wood received the Outstanding Research Award at the International Higher Education Conference in 2010 and is now the Project co-Leader on a competitive grant from the Australian Office of Learning and Teaching (www.ndive-project.com). Dr Wood has published in leading international journals including Transportation Research Part B: Methodological, International Journal of Operations & Production Management, The Service Industries Journal, Journal of Performance of Constructed Facilities, and Habitat International.

Bibliographic Information

  • Book Title: Gamification in Education and Business

  • Editors: Torsten Reiners, Lincoln C. Wood

  • DOI: https://doi.org/10.1007/978-3-319-10208-5

  • Publisher: Springer Cham

  • eBook Packages: Business and Economics, Economics and Finance (R0)

  • Copyright Information: Springer International Publishing Switzerland 2015

  • Hardcover ISBN: 978-3-319-10207-8Published: 08 December 2014

  • Softcover ISBN: 978-3-319-34430-0Published: 23 August 2016

  • eBook ISBN: 978-3-319-10208-5Published: 22 November 2014

  • Edition Number: 1

  • Number of Pages: LIV, 710

  • Number of Illustrations: 83 b/w illustrations, 106 illustrations in colour

  • Topics: Game Theory, Game Theory, Economics, Social and Behav. Sciences, Educational Technology

Buy it now

Buying options

eBook USD 219.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 279.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 279.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access