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JSTOR_on1223027788 |
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201110s2020 enk o 000 0 eng d |
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|a 1613631049
|q (electronic bk.)
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|a (OCoLC)1223027788
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|b JSTOR
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|a HF5415.12615
|b .W47 2020
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|a HF5386
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|a 650.1
|2 23
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|a UAMI
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|a Werbach, Kevin,
|e author.
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|a For the win :
|b the power of Gamification and game thinking in business, education, government, and social impact /
|c Kevin Werbach and Dan Hunter.
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|a Revised and Updated edition.
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|a Philadelphia, PA :
|b Wharton School Press,
|c [2020]
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|a 1 online resource
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|a text
|b txt
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|a computer
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|a online resource
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|a Introduction: Why can't life be fun? -- Getting into the game: an introduction to Gamification -- Game thinking: learning to think like a game designer -- Why games work: the rules of motivation -- The Gamification toolkit: game elements -- Game changer: six steps to Gamification -- Epic fails: and how to avoid them -- Endgame: In conclusion.
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|a "For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works--and what not to do. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world."--Amazon.com
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|a Online resource; title from digital title page (viewed on September 13, 2021).
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|a JSTOR
|b Books at JSTOR Demand Driven Acquisitions (DDA)
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|a JSTOR
|b Books at JSTOR All Purchased
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|a Gamification.
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|a Success in business.
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|a Games
|x Psychological aspects.
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|a Incentives in industry.
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|a Ludification.
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|a Succès dans les affaires.
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|a Gamification
|2 fast
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|a Games
|x Psychological aspects
|2 fast
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|a Incentives in industry
|2 fast
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|a Success in business
|2 fast
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|a Hunter, Dan,
|d 1966-
|e author.
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|u https://jstor.uam.elogim.com/stable/10.2307/j.ctv2hdrfsm
|z Texto completo
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938 |
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|a Askews and Holts Library Services
|b ASKH
|n AH37712738
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938 |
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|a EBSCOhost
|b EBSC
|n 2631978
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|b YANK
|n 301579039
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