Transforming Society and Organizations through Gamification
Editor
- Agnessa Spanellis(Heriot-Watt University)J. Tuomas Harviainen(Tampere University)
Abstract
Individual chapters are listed in the "Chapters" tab
Suggested Citation
DOI: 10.1007/978-3-030-68207-1
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Book Chapters
The following chapters of this book are listed in IDEAS- Agnessa Spanellis & J. Tuomas Harviainen, 2021. "An Introduction to Societal Transformation Through Gamification," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 3-9, Springer.
- Mattia Thibault & Juho Hamari, 2021. "Seven Points to Reappropriate Gamification," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 11-28, Springer.
- Katharina Hammler, 2021. "The Competitive Disadvantaged: How Competitions Can Contribute to Poverty Elimination in Paraguay," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 31-47, Springer.
- Lobna Hassan & Elyssebeth Leigh, 2021. "Do You Have a Moment to Increase World Awesome? Game-Based Engagement with Social Change," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 49-65, Springer.
- Mina Ghaly, 2021. "Serious Gaming and Development Aid: A Case Study from Egypt," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 67-85, Springer.
- Panagiotis Petridis & Atif Hussain & Georgina Wernham & Ian Dunwell & Ashish Shukla & Shuli Liu & Rosie Day & Obiajulu Iweka & Mark R. Gaterell & Victoria L. Brown & Nicholas Adams & Dan Horst & Petro, 2021. "The EN-Survival Game: An Environmental Game for Residential Accommodation," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 87-106, Springer.
- Mikko Vesa & Mikaela Krohn, 2021. "Open Strategizing and Gamified Organizing: A Bulletin Board View," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 107-125, Springer.
- Ronald Dyer, 2021. "Gamified Emissions Through the Wisdom of Crowds," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 129-150, Springer.
- David Cole & Ryan Pereira & James Spray, 2021. "Gamification and Virtual Reality for Communicating Ecoliteracy and Climate Science: Carbon Transport in the Essequibo River at Iwokrama Guyana," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 151-180, Springer.
- Sol Klapztein & Carla Cipolla, 2021. "Gamification Service Framework and Transformative Services: Applications for Environmental, Social and Organizational Changes," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 181-201, Springer.
- Sebastian Marin & Vivien Lee & Richard N. Landers, 2021. "Gamified Active Learning and Its Potential for Social Change," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 205-223, Springer.
- Dayana Hristova & Andreas Lieberoth, 2021. "How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 225-245, Springer.
- Elina Koskinen & Mikko Meriläinen, 2021. "Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 247-270, Springer.
- Vincenzo Idone Cassone & Fabio Viola, 2021. "Echoes of the Past: A Gamified Initiative for Audience Development of Cultural Heritage," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 271-288, Springer.
- Philipp Busch, 2021. "Serious Games for Peace Process Support in Yemen: Managing a Multicultural Team in a Fragile Context," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 289-308, Springer.
- Ganna Borzenkova & Polina Golovátina-Mora & Paula Andrea Zapata Ramirez & Jose Mauricio Hernandez Sarmiento, 2021. "Gamification Design for Behavior Change of Indigenous Communities in Choco, Colombia, During COVID-19 Pandemic," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 309-334, Springer.
- Toshiko Kikkawa, 2021. "Disaster Prevention and Awareness," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 335-350, Springer.
- Tri Mulyani Sunarharum & Hilya Mudrika Arini & Indah Sepwina Putri, 2021. "Disaster Risk Reduction Towards Community Resilience: Empirical Model of Decision-Making Process Through Stop Disaster Game," Springer Books, in: Agnessa Spanellis & J. Tuomas Harviainen (ed.), Transforming Society and Organizations through Gamification, edition 1, pages 351-370, Springer.
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