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Gamification, Digitalisierung und Industrie 4.0: Transformation und Disruption verstehen und erfolgreich managen (essentials)

by Lutz Anderie

In diesem essential wird erläutert, wie Gamification, Digitalisierung und die vierte industrielle Revolution Gesellschaft, Unternehmensführung und Management verändern. Anhand zahlreicher Grafiken und Abbildungen werden unter anderem die aktuellen Branchenentwicklungen im Hinblick auf Virtual, Augmented und Mixed Reality aufgezeigt. Zukunftstechnologien werden dargelegt, die in der Games Industry entwickelt wurden und Einfluss auf andere Branchen wie beispielsweise die KFZ-Industrie oder das Gesundheitswesen haben. Wertschöpfungsprozesse für Kultur- und Wirtschaftsgüter werden dokumentiert.

Gamification for Product Excellence: Make your product stand out with higher user engagement, retention, and innovation

by Mike Hyzy Bret Wardle

Streamline your product management process with gamification strategies, frameworks, and best practices from experts to create remarkable productsKey FeaturesDesign gamification frameworks that captivate users and deliver a compelling experienceBuild a successful gamification strategy to go from concept to prototype to production with easeGamify product management processes using game techniques to effectively lead teams and stakeholdersPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionAre you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have! This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you’ll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You’ll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation. By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional.What you will learnExplore gamification and learn how to engage your user with itGain insights into the functionality and implementation of different gamification frameworksMaster specific game elements and mechanics that can be used to improve user experiencesDesign a successful gamification strategy to test your hypothesis and develop a business caseImplement and test the prototype you’ve created with users for feedbackSay the right words to sell your gamification strategy to stakeholdersUse design thinking exercises and game elements to improve the product management processWho this book is forIf you are a product manager, product leader, or product designer weaving gamified experiences and crafting exceptional digital products from conception to reality, then this book is the absolute right pick for you. The topics covered will enable you to level up your products and unleash their full potential through gamification. All the gamification strategies and frameworks discussed in this book can be practically applied across different domains with ease.

Gamification for Resilience: Resilient Informed Decision Making

by Adrian V. Gheorghe Polinpapilinho F. Katina

Gamification for Resilience Enable resilience informed decision-making with an insightful combination of systems engineering concepts In Gamification for Resilience: Resilient Informed Decision-Making, a team of distinguished researchers deliver an insightful and exciting integration of game theory, design, and applications that explains how to create a resilient city that promotes sustainable development, well-being, and inclusive growth. The authors combine several concepts and techniques taken from serious gaming and integrate them into decision-making theory, demonstrating how to enable Resilience Informed Decision-Making. The book addresses critical infrastructure systems and how to ensure these systems are supported against manmade, natural threats and hazards. It includes thought-provoking research questions and case applications that will engage and challenge readers and create an active and memorable learning experience. Readers will also find: A thorough introduction to systems theory as the basis for bridging science and the practice of engineering systems Comprehensive explorations of gamification and its application to the resilience informed decision-making process Practical discussions of the analysis and assessment of risk and vulnerability via serious gaming Fulsome treatments of the representation of system complexity using object-oriented programming Perfect for professionals and researchers working in the areas of decision making, gamification, resilience, risk assessments, and critical infrastructures, Gamification for Resilience: Resilient Informed Decision-Making will also benefit undergraduate and graduate students studying urban planning, smart cities, and related subjects.

Gamification for Resilience: Resilient Informed Decision Making

by Adrian V. Gheorghe Polinpapilinho F. Katina

Gamification for Resilience Enable resilience informed decision-making with an insightful combination of systems engineering concepts In Gamification for Resilience: Resilient Informed Decision-Making, a team of distinguished researchers deliver an insightful and exciting integration of game theory, design, and applications that explains how to create a resilient city that promotes sustainable development, well-being, and inclusive growth. The authors combine several concepts and techniques taken from serious gaming and integrate them into decision-making theory, demonstrating how to enable Resilience Informed Decision-Making. The book addresses critical infrastructure systems and how to ensure these systems are supported against manmade, natural threats and hazards. It includes thought-provoking research questions and case applications that will engage and challenge readers and create an active and memorable learning experience. Readers will also find: A thorough introduction to systems theory as the basis for bridging science and the practice of engineering systems Comprehensive explorations of gamification and its application to the resilience informed decision-making process Practical discussions of the analysis and assessment of risk and vulnerability via serious gaming Fulsome treatments of the representation of system complexity using object-oriented programming Perfect for professionals and researchers working in the areas of decision making, gamification, resilience, risk assessments, and critical infrastructures, Gamification for Resilience: Resilient Informed Decision-Making will also benefit undergraduate and graduate students studying urban planning, smart cities, and related subjects.

Gamification in Education and Business

by Torsten Reiners Lincoln C. Wood

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 application and 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.

Gamification in Learning and Education: Enjoy Learning Like Gaming (Advances in Game-Based Learning)

by Sangkyun Kim Kibong Song Barbara Lockee John Burton

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Gamification Marketing For Dummies

by Zarrar Chishti

Grow your customer base with games! Gamification is the practice of adding elements of gameplay into marketing materials to better engage customers. In Gamification Marketing For Dummies, you’ll learn to use this proven strategy to capture the attention of your target markets and boost your results using valuable gamification data. Games are fun! That’s why gamification is so successful—customers will jump at the chance to play and win your custom-developed marketing game. You’ll connect with your customers and create lasting memories. Whether or not you are digitally savvy, this book will teach you the basics of gamification, from choosing the right game to capturing the user behavior data that the game generates. Use games to increase customer engagement and marketing results Learn how to choose or commission the right games for your market Plan and execute a successful gamification strategy Learn from data generated inside your game for valuable market insights From simple strategies like customer loyalty programs to complex, branded, social game apps, this book will point in the direction of gamification that works for you.

Gamification Marketing For Dummies

by Zarrar Chishti

Grow your customer base with games! Gamification is the practice of adding elements of gameplay into marketing materials to better engage customers. In Gamification Marketing For Dummies, you’ll learn to use this proven strategy to capture the attention of your target markets and boost your results using valuable gamification data. Games are fun! That’s why gamification is so successful—customers will jump at the chance to play and win your custom-developed marketing game. You’ll connect with your customers and create lasting memories. Whether or not you are digitally savvy, this book will teach you the basics of gamification, from choosing the right game to capturing the user behavior data that the game generates. Use games to increase customer engagement and marketing results Learn how to choose or commission the right games for your market Plan and execute a successful gamification strategy Learn from data generated inside your game for valuable market insights From simple strategies like customer loyalty programs to complex, branded, social game apps, this book will point in the direction of gamification that works for you.

Gamification Mindset (Human–Computer Interaction Series)

by Ole Goethe

This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.

Gamification und Serious Games: Grundlagen, Vorgehen und Anwendungen (Edition HMD)

by Susanne Strahringer Christian Leyh

Das Herausgeberwerk zeigt, wie das weitverbreitete Einbinden von Spielmechaniken in Softwaresysteme als auch das Spielen im betriebswirtschaftlichen Kontext zielgerichtet gestaltet und eingesetzt wird. Welche Herausforderungen dabei zu meistern sind, schildern verschiedene Autoren aus Wissenschaft und Praxis. Ein umfassendes Werk, das sich in erster Linie an Praktiker richtet, aber auch viel Wissenswertes für Lehrende an Universitäten und Hochschulen bietet.

Gamification with Moodle

by Natalie Denmeade

Use game elements in Moodle courses to build learner resilience and motivation About This Book • Formulate a Moodle course that acts as a flexible framework ready for your own content • Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power • A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn • Set up a scoring system using Moodle Gradebook • Enable communication and collaboration in your class as a Learning Community using forums • Assess your learners' abilities by setting up challenges and quests • Configure gateways to check and ensure progress before new content or activities are released • Create Moodle assignments to provide effective feedback through a comment bank and custom scale • Issue Open Badges to recognize achievements and set up an online backpack to share digital badges • Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.

Gaming and Gamers in Times of Pandemic

by Piotr Siuda

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games.The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Gaming and Gamers in Times of Pandemic


This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games.The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Gaming and the Divine: A New Systematic Theology of Video Games (Routledge New Critical Thinking in Religion, Theology and Biblical Studies)

by Frank G. Bosman

This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focusing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and ‘end of game’ moments. The book concludes by synthesizing these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture.

Gaming and the Divine: A New Systematic Theology of Video Games (Routledge New Critical Thinking in Religion, Theology and Biblical Studies)

by Frank G. Bosman

This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focusing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and ‘end of game’ moments. The book concludes by synthesizing these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture.

Gaming and the Virtual Sublime: Rhetoric, awe, fear, and death in contemporary video games

by Matthew Spokes

Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus' jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's 'unpresentable event' and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.

Gaming and the Virtual Sublime: Rhetoric, awe, fear, and death in contemporary video games

by Matthew Spokes

Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus' jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's 'unpresentable event' and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.

Gaming Disability: Disability Perspectives on Contemporary Video Games (Routledge Research in Disability and Media Studies)

by Katie Ellis Tama Leaver Mike Kent

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Gaming Disability: Disability Perspectives on Contemporary Video Games (Routledge Research in Disability and Media Studies)

by Katie Ellis Tama Leaver Mike Kent

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Gaming in Social, Locative and Mobile Media

by L. Hjorth I. Richardson

Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Gaming, Simulation and Innovations: 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6–10, 2021, Revised Selected Papers (Lecture Notes in Computer Science #13219)

by Upinder Dhar Jigyasu Dubey Vinod Dumblekar Sebastiaan Meijer Heide Lukosch

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

Gamish: A Graphic History of Gaming

by Edward Ross

A thrilling illustrated journey through the history of video games and what they really mean to usPac-Man. Mario. Minecraft. Doom.Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in?This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.

The Gang Life: Suppression and Prevention

by Robert Matthew Brzenchek Ben Pieper Garrick Plonczynski

The Gang Life: Laugh Now, Cry Later examines the criminal gangster mindset and offers gang prevention strategies, using real-world examples to demonstrate a holistic approach toward combatting this surging societal problem. The text outlines the evolution of gang membership from a state of interest, to association, to hardcore "O.G." (Original Gangster) status, and explores the evolution of law enforcement’s multi-pronged approach to combating criminal street gang violence, from the catch-and-release mentality of the 1970s and 1980s to today’s collaboration with private organizations such as Boys & Girls Clubs. In-depth profiles, case studies, and lengthy histories of gangs, gang members, and their transformations are provided to demonstrate the deleterious effect of gangs on society. Designed for criminal justice students and for practitioners in the field, this text offers readers a holistic approach toward gang prevention from three nationally awarded educators and gang investigators.

The Gang Life: Suppression and Prevention

by Robert Matthew Brzenchek Ben Pieper Garrick Plonczynski

The Gang Life: Laugh Now, Cry Later examines the criminal gangster mindset and offers gang prevention strategies, using real-world examples to demonstrate a holistic approach toward combatting this surging societal problem. The text outlines the evolution of gang membership from a state of interest, to association, to hardcore "O.G." (Original Gangster) status, and explores the evolution of law enforcement’s multi-pronged approach to combating criminal street gang violence, from the catch-and-release mentality of the 1970s and 1980s to today’s collaboration with private organizations such as Boys & Girls Clubs. In-depth profiles, case studies, and lengthy histories of gangs, gang members, and their transformations are provided to demonstrate the deleterious effect of gangs on society. Designed for criminal justice students and for practitioners in the field, this text offers readers a holistic approach toward gang prevention from three nationally awarded educators and gang investigators.

Gangs and Organized Crime

by George W. Knox Gregg Etter Carter F. Smith

In Gangs and Organized Crime, George W. Knox, Gregg W. Etter, and Carter F. Smith offer an informed and carefully investigated examination of gangs and organized crime groups, covering street gangs, prison gangs, outlaw motorcycle gangs, and organized crime groups from every continent. The authors have spent decades investigating gangs as well as researching their history and activities, and this dual professional-academic perspective informs their analysis of gangs and crime groups. They take a multidisciplinary approach that combines criminal justice, public policy and administration, law, organizational behavior, sociology, psychology, and urban planning perspectives to provide insight into the actions and interactions of a variety of groups and their members. This textbook is ideal for criminal justice and sociology courses on gangs as well as related course topics like gang behavior, gang crime and the inner city, organized crime families, and transnational criminal groups. Gangs and Organized Crime is also an excellent addition to the professional’s reference library or primer for the general reader. More information is available at the supporting website – www.gangsandorganizedcrime.com

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