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

Author:   Agnessa Spanellis ,  J. Tuomas Harviainen
Publisher:   Springer Nature Switzerland AG
Edition:   1st ed. 2021
ISBN:  

9783030682064


Pages:   386
Publication Date:   08 May 2021
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
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Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces


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Overview

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.

Full Product Details

Author:   Agnessa Spanellis ,  J. Tuomas Harviainen
Publisher:   Springer Nature Switzerland AG
Imprint:   Springer Nature Switzerland AG
Edition:   1st ed. 2021
Weight:   0.647kg
ISBN:  

9783030682064


ISBN 10:   3030682064
Pages:   386
Publication Date:   08 May 2021
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

·         Introduction ·         Editorial. This chapter will introduce the concept of gamification and outline the structure of the book. Agnessa Spanellis and J. Tuomas Harviainen (editors) ·         Intro: why gamification is relevant. This chapter will discuss why gamification is a relevant topic in modern world and why it should be used as an effective tool to address societal challenges around the world. Michael Sutton (Akio Morita School of Business, Anaheim, CA) ·         Getting participants. This chapter will discuss the issues of getting the participants and various approaches to engaging with the participants in experimentation-based research, such as participatory action research. Lobna Hassan (Tampere University, Finland) ·         Social lens ·         Peace-making. This chapter will describe the case of using gamification to help promote the ideas of peace and fight stereotypes and perceptions in war-torn Yemen. Philipp Busch (GIZ, Germany) ·         Livelihood of smallholder farmers. This chapter will describe the case of how some dimensions of multidimensional poverty, i.e. house sanitation and mouth hygiene have been improved with gamification intervention in the rural communities of Paraguay. Katharina Hammler (Fundacion Paraguaya) ·         Refugee integration. This chapter will describe a case of using a gamified approach to introduce refugee children to the societal value of their new home and help them integrate faster in the society. Mela Kocher (Zurich University of the Arts, Switzerland) ·         Community resilience. This chapter will present how gamification is used to increase resilience of rural communities that are prone to the effects of natural disasters and climate change. Tri Yani Sunarharum (Universitas Gadjah Mada, Indonesia) ·         Social impact of gamified education. This chapter will describe how gamification can engage children from disadvantaged communities and thereby improve their opportunities and help uplift the community. Richard Landers (University of Minnesota) ·         Inclusivity in the workplace. This chapter will describe a case of making science centres a more inclusive place for people with disabilities, by recreating their experiences for others with gamification. Kate Sang (Heriot-Watt University, UK) ·         Environmental lens ·         Ecosystems. This case will discuss how gamification can help to learn how to ecosystems in Amazon area are organised and what approaches can be used to research them more effectively. David Cole (Heriot-Watt University, UK) ·         Reduction of carbon emissions. This chapter will present a case of changing the behaviour of consumers through gamification intervention in order to reduce energy consumption. Ronald Dyer (University of Sheffield, UK) ·         Disaster prevention and awareness. This chapter will demonstrate how gamification can be used to increase awareness about natural disasters and mitigation of the circumstances. Hidehiko Kanegae (Ritsumeikan University, Japan) ·         Public transportation. This chapter will present a case of using gamification to increase the use of public transport among the citizens. Andreas Lieberoth (Aarhus University, Denmark) ·         Economic lens ·         Gamification for social enterprises. This chapter will describe how gamification can provide opportunities for growth for social enterprises and be used in the service design of their services. Sol Klapztein, Federico Secomandi, Carla Cipolla (Brazil) ·         Ethical finance (CU). This chapter will describe how gamification is used to teach the concept of credit unions, which are not profit driven, to kids, and to help them develop personal finance management skills. Carolann Smilie (Lanarkshire Credit Union, UK) ·         Suitability for public organisations. This chapter will discuss how gamification is used to make public organisations more operationally sustainable. Mikko Vesa (Hanken School of Economics, Finland) ·         Financial education for economic sustainability. This chapter will describe a case of helping young people who transitioned to independent living, to manage their finance more sustainably and develop good habits. George Hofheimer (Filene Institute US) ·         Youth employment. This chapter will present a case of using gamification to help youth find employment opportunities in Egypt in the aftermath of Arab Spring. Mina Ghaly (GIZ, Egypt) ·         Family wellbeing in disadvantaged areas. This chapter will discuss how gamification can be used to improve wellbeing of families in deprived areas of Birmingham by helping them to get more with the use of available energy. Panagiotis Petridis (Aston University, UK) ·         Conclusions ·         Relevance of gamification: a critical review. Jonas Linderoth (Swedish Military Academy) ·         Editorial Agnessa Spanellis and J. Tuomas Harviainen (editors)  

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Author Information

Agnessa Spanellis is an Assistant Professor at the School of Business Management, Heriot-Watt University. Her research interests are focused on the use of Games and Gamification for behavioral change, and improving organisational performance. She has set up a gaming research centre (GIECS) at Heriot-Watt University. Her latest projects include facilitating collaboration in the cooperatives of small farmers in Brazil and improving dissemination of information and resources among volunteers in the event of a volcanic eruption in rural areas of Indonesia.  J. Tuomas Harviainen is Associate Professor of Information Practices at Tampere University, Finland, and one of the editors of the journal Simulation & Gaming. His work has been published in venues such as Organization Studies, New Media & Society, Journal of Business Ethics, Technology & Culture, and Journal of Documentation.

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