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Title
Transforming society and organizations through gamification : from the sustainable development goals to inclusive workplaces / Agnessa Spanellis, J. Tuomas Harviainen, editors.
ISBN
9783030682071 (electronic bk.)
3030682072 (electronic bk.)
9783030682064
3030682064
Published
Cham, Switzerland : Palgrave Macmillan, [2021]
Language
English
Description
1 online resource (1 volume) : illustrations (black and white)
Item Number
10.1007/978-3-030-68207-1 doi
Call Number
HD30.255
Dewey Decimal Classification
303.4
Summary
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.
Note
Includes index.
Access Note
Access limited to authorized users.
Source of Description
Description based on print version record.
Introduction
Intro: why gamification is relevant
Getting participants
Social lens
Peace-making
Livelihood of smallholder farmers
Refugee integration
Community resilience
Social Impact of gamified education
Inclusivity in the workplace
Environmental lens
Ecosystems
Reduction of carbon emissions
Disaster prevention and awareness
Public transportation
Economic lens
Gamification for social enterprises
Ethical finance (CU)
Suitability for public organisations
Financial education for economic sustainability
Youth employment
Family wellbeing in disadvantaged areas
Conclusions
Relevance of gamification: a critical review.