000 | 01217cam a2200313 i 4500 | ||
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999 |
_c652513 _d652513 |
||
001 | 20407559 | ||
003 | OSt | ||
005 | 20191119151617.0 | ||
008 | 180315s2018 enk 001 0 eng | ||
010 | _a 2018012303 | ||
020 | _a9780749484323 (pbk.) | ||
020 | _a9780749487836 (hbk.) | ||
020 | _z9780749484330 (eISBN) | ||
040 | _aSCMS | ||
082 | 0 | 0 |
_a658.40343 GUD 14708 _223 _b14708 |
100 | 1 | _aGudiksen, Sune | |
245 | 1 | 0 |
_aGamification for business : _bwhy innovators and changemakers use games to break down Silos, drive engagement and build trust / _cSune Gudiksen and Jake Inlove. |
260 |
_aGreat Britain _bKogan Page _c2018 |
||
300 |
_axix, 298 pages ; _c24 cm |
||
500 | _aIncludes index. | ||
650 | 0 | _aOrganizational change. | |
650 | 0 | _aGamification. | |
650 | 0 | _aOrganizational effectiveness. | |
700 | 1 |
_aInlove, Jake, _eauthor. |
|
776 | 0 | 8 |
_iOnline version: _aGudiksen, Sune, author. _tGamification for business _b1st Edition. _dNew York, NY : Kogan Page Ltd, [2018] _z9780749484330 _w(DLC) 2018013298 |
906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
942 | _2ddc |