This book is dedicated to applied gamification in the areas of education and business while
also covering pitfalls to avoid and guidelines needed to successfully implement for a project.
Using different theoretical backgrounds from various areas including behavioral economics game
theory and complex adaptive systems the contributors aim to help readers avoid common
problems and difficulties that they could face with poor implementation. The book's
contributors are scholars and academics from the many areas where the key theory of
gamification typically comes from. Ultimately the book's goal is to help bring together the
theories from these different disciplines to the field of practice in education and
business.The book is divided into four parts: Theory Education Business and Use Cases. Part
I provides a foundation on the theory of gamification and offers insight into some of the
outstanding questions that have yet to be addressed. In Part II the applicationand value that
gamification can bring within the education sector is examined. The book then changes focus in
Part III to spotlight the use of gamification within business environments. The topics also
cover educational aspects like improved learning outcomes motivation and learning retention
at the workplace. Finally Part IV concentrates on the applications and use of gamification
through a series of case studies and key elements that are used in real situations to drive
real results.