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Barnes and Noble

Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Current price: $109.99
Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces
Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Barnes and Noble

Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Current price: $109.99
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Size: Hardcover

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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. 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.

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Barnes & Noble does business -- big business -- by the book. As the #1 bookseller in the US, it operates about 720 Barnes & Noble superstores (selling books, music, movies, and gifts) throughout all 50 US states and Washington, DC. The stores are typically 10,000 to 60,000 sq. ft. and stock between 60,000 and 200,000 book titles. Many of its locations contain Starbucks cafes, as well as music departments that carry more than 30,000 titles.

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