This compendium introduces game theory and gamification to a number of different domains and
describes their professional application in information systems. It explains how playful
functions can be implemented in various contexts and highlights a range of concrete scenarios
planned and developed for several large corporations. In its first part the book presents the
fundamentals concepts and theories of gamification. This is followed by separate
application-oriented sections ¿ each containing several cases ¿ that focus on the use of
gamification in customer management innovation management teaching and learning mobile
applications and as an element of virtual worlds. The book offers a valuable resource for
readers looking for inspiration and guidance in finding a practical approach to gamification.