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Green Gamification The Basic Knowledge


Green Gamification The Basic Knowledge
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Green Gamification The Basic Knowledge


Green Gamification The Basic Knowledge
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Author : Michael Beniers
language : en
Publisher: GRIN Verlag
Release Date : 2017-05-30

Green Gamification The Basic Knowledge written by Michael Beniers and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-05-30 with Business & Economics categories.


Seminar paper from the year 2016 in the subject Economy - Environment economics, grade: 1,0, Mykolas Romeris University, course: Urban Sustainable Development and Climate Change, language: English, abstract: This paper regards the theoretical basics of gamification. In the beginning, it tries to define and delimitate the term "Gamification". Afterward, it explains the psychological motivations behind the concept and presents the game design elements, which trigger these motivations. The third topic represents a basic guideline for good gamification design and concentrates on the topics target groups and meaningfulness. Finally, this paper focuses on the environmental area of green gamification. After an explanation, it regards some examples of green gamification and outlines some of the most important potentials as well as doubts about it. This paper gives just a general overview about gamification but represents a short summary of the basic knowledge. It is based on a comparative analysis of scientific literature and related sources.



The Gameful World


The Gameful World
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Author : Steffen P. Walz
language : en
Publisher: MIT Press
Release Date : 2015-01-16

The Gameful World written by Steffen P. Walz and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-16 with Computers categories.


What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.



The Sustainability Handbook Volume 2


The Sustainability Handbook Volume 2
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Author : Mark Von Rosing
language : en
Publisher: Elsevier
Release Date : 2025-06-27

The Sustainability Handbook Volume 2 written by Mark Von Rosing and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-06-27 with Social Science categories.


The Sustainability Handbook provides a comprehensive and holistic understanding of sustainability, bridging the gap between academic theory and business practices. Global climate change poses enormous environmental challenges, and societies across the world must adapt and innovate to further the goals of sustainability for present and future generations. The private sector especially must find new ways of doing business to align their practices with the Sustainable Development Goals (SDGs) adopted by the international community. Using a conceptually structured framework throughout, the book examines the latest academic research to summarize what environmental, social, and economic sustainability actually means in different contexts. Using numerous specific case studies and insights from industry leaders, the book shows how to strategically integrate sustainability into the organization, with extensive focus on policies, incentives, measures, operations, production, consumption, and lifecycle management. Volume 2 explores the concept of Radical Sustainability within an enterprise and why it is needed. With examples from zero waste to eliminating use of rare earth resources, triggering sustainable practices to cause related marketing, and sustainability responsibility to external transparency over internal incidents, this volume offers practical solutions for those who desire to progress from a Sustainable Strategy to an effective Sustainability Portfolio Management approach. Underpinned by international research-based evidence, it explores associated trends and drivers within the marketplace and how innovative environmental, social, economic and governance aspects can be considered and solutions applied. For researchers, students, and businesspeople at all levels and sectors, this handbook is an essential reference of the latest sustainability tools and methodologies required to adapt and innovate towards sustainability. - Provides step-by-step guidance on key procedures and methodologies - Presents chapters that begin with a graphical representation of how the topic fits within the larger framework - Includes extensive coverage of sustainability-related case studies and lessons learned



Eco Hr


Eco Hr
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Author : Jaspreet Kaur
language : en
Publisher: Emerald Group Publishing
Release Date : 2026-01-19

Eco Hr written by Jaspreet Kaur and has been published by Emerald Group Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2026-01-19 with Business & Economics categories.


Eco-HR: Integrating Sustainability into Workforce Management explores the critical intersection of environmental sustainability and human resource management.



Transforming Society And Organizations Through Gamification


Transforming Society And Organizations Through Gamification
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Author : Agnessa Spanellis
language : en
Publisher: Springer Nature
Release Date : 2021-05-07

Transforming Society And Organizations Through Gamification written by Agnessa Spanellis and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-07 with Business & Economics categories.


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.



Education For Sustainable Happiness And Well Being


Education For Sustainable Happiness And Well Being
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Author : Catherine O'Brien
language : en
Publisher: Routledge
Release Date : 2016-04-14

Education For Sustainable Happiness And Well Being written by Catherine O'Brien and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-14 with Education categories.


In this innovative and cogent presentation of her concept of sustainable happiness, Catherine O’Brien outlines how the leading recommendations for transforming education can be integrated within a vision of well-being for all. Solution-focused, the book demonstrates how aspects of this vision are already being realized, and the potential for accelerating education transitions that enable people and ecosystems to flourish. Each chapter assists educators to understand how to apply the lessons learned, both personally and professionally. The aim is to support educators to experience themselves as change-makers with growing confidence to implement new teaching strategies and inspire their students to become change-makers as well—engaged in deep learning that develops character, connections with life, and invigorating collaborations that revitalize the very purpose of education.



Green Gamification


Green Gamification
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Author : Devan C. Kronisch
language : en
Publisher:
Release Date : 2019

Green Gamification written by Devan C. Kronisch and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with categories.


Gamification offers methods for influencing human behaviour that are not available with other approaches to behaviour-change interventions. Its widespread and successful use in business, education, and health care notwithstanding, it has so far not been extensively used for improving sustainability, nor have its underlying psychological principles been studied in depth. This dissertation investigates gamification with a special focus on the role of perspective taking and emotion. A gamified behaviour-change app was compared with a standard app and a webpage for its effect on participants' sustainable behaviours. During the one month period the participants engaged with the intervention, they kept diaries about their experience with sustainability and the technology. Furthermore, the influence of dramatic elements was tested through an augmented reality approach. Gamification encourages longer engagement with the intervention, thereby influencing behaviour. Specifically, gamification increases knowledge about and willingness to invest effort into sustainable behaviours. Dramatic elements, using the power of narrative persuasion and immersion, are important aspects to consider in gamification. The theory of behavioural choice can fruitfully serve as a psychological model of how gamification affects behaviour.



The Business Of Gamification


The Business Of Gamification
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Author : Mikolaj Dymek
language : en
Publisher: Taylor & Francis
Release Date : 2016-09-13

The Business Of Gamification written by Mikolaj Dymek and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-13 with Business & Economics categories.


At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.



Gamification Concepts Methodologies Tools And Applications


Gamification Concepts Methodologies Tools And Applications
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2015-03-31

Gamification Concepts Methodologies Tools And Applications written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-31 with Computers categories.


Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.



Gamification Design For Educational Contexts


Gamification Design For Educational Contexts
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Author : Armando Toda
language : en
Publisher: Springer Nature
Release Date : 2023-09-05

Gamification Design For Educational Contexts written by Armando Toda and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-09-05 with Education categories.


Have you ever wondered how to best add game-like elements to your (online) courses? What makes some game features desirable, and others boring? This book covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of these being only academic (e.g., theoretical) and not addressing practical issues related to education practitioners (e.g., teachers and instructors). The book is divided into 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for the education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in the education domain, focusing on the teacher and instructor; Finally, part 3 presents discussions regarding the concepts covered in the book, as well as possible research directions