Gamify At Work
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The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher: John Wiley & Sons
Release Date : 2017-01-18
The Gamification Of Work written by Emmanuelle Savignac and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-18 with Business & Economics categories.
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation...) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher: John Wiley & Sons
Release Date : 2017-01-19
The Gamification Of Work written by Emmanuelle Savignac and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-19 with Business & Economics categories.
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation...) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
Gamify At Work
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Author : Jason Kelly
language : en
Publisher:
Release Date : 2019-01-17
Gamify At Work written by Jason Kelly and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-17 with Business & Economics categories.
Gamify at Work opens up the opportunity for organizations to improve their operational efficiencies through employee behavioural changes. Gamification is the technique of applying game mechanics (points, leaderboards, levels, challenges, badges and rewards) in a non-gaming environment. Gamify at work explores the employee behaviour levers that can be moved to improve employee performance.
Gamification Work Designing Engagi
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Author : Janaki Kumar
language : en
Publisher:
Release Date : 2013-04-01
Gamification Work Designing Engagi written by Janaki Kumar and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-04-01 with categories.
Gamification is a buzz word in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the chance of success of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book, Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their software. Player Centered Design involves the following five steps: * Know your player * Identify the mission * Understand human motivation * Apply mechanics * Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works.
Handbook Of Research On Gamification Dynamics And User Experience Design
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-05-20
Handbook Of Research On Gamification Dynamics And User Experience Design written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-20 with Computers categories.
In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.
Gamification In Learning And Education
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Author : Sangkyun Kim
language : en
Publisher: Springer
Release Date : 2017-09-19
Gamification In Learning And Education written by Sangkyun Kim and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-19 with Education categories.
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.
The Wiley Handbook Of Global Workplace Learning
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Author : Vanessa Hammler Kenon
language : en
Publisher: John Wiley & Sons
Release Date : 2019-03-21
The Wiley Handbook Of Global Workplace Learning written by Vanessa Hammler Kenon and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-21 with Education categories.
Inclusive Guide Provides Practical Applications for Workplace Education Theory from Diverse Perspectives The Wiley Handbook of Global Workplace Learning explores the field of workplace education using contributions from both experts and emerging scholars in industry and academia. Unlike many previously published titles on the subject, the Handbook focuses on offering readers a truly global overview of workplace learning at a price point that makes it accessible for independent researchers and Human Resources professionals. Designed to strike a balance between theory and practice, the Handbook provides a wealth of information on foundational topics, theoretical frameworks, current and emerging trends, technological updates, implementation strategies, and research methodologies. Chapters covering recent research illustrate the importance of workplace learning topics ranging from meditation to change management, while others give pragmatic and replicable applications for the design, promotion, and implementation of impactful learning opportunities for employees at any company, regardless of industry. A sampling of topics addressed includes: “Using an Experiential Learning Model to Design an Assessment Framework for Workplace Learning” “Measuring Innovative Thinking and Acting Skills as Workplace-Related Professional Competence” Multiple chapters specifically addressing international business, such as “Competency in Globalization and Intercultural Communication”, “Global Strategic Planning” and “Global Talent Management” Research and recommendations on bridging generational and cultural divides as well as addressing employee learning disabilities With its impressive breadth of coverage and focus on real-world problem solving, this volume serves as a comprehensive tool for examining and improving practices in global workplace learning. It will prove to be a valuable resource for students and recent graduates entering the workforce and for those working in Human Resources and related fields.
The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher:
Release Date : 2016
The Gamification Of Work written by Emmanuelle Savignac and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with MATHEMATICS categories.
Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace
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Author : Carolin Klosterkamp
language : en
Publisher:
Release Date : 2018-07-09
Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace written by Carolin Klosterkamp and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-09 with categories.
Bachelor Thesis from the year 2014 in the subject Business economics - Miscellaneous, grade: 1,0, University of Mannheim (Chair of Information Systems lV), course: Bachelorarbeits - Modul, language: English, abstract: At a time, when enterprises and companies struggle with low levels of engagement and motivation but games are as popular as never before, it is not surprising that the answer and cure-it-all to those problems seems to be Gamification. Gamification is the use of game elements in non-game contexts and promises to transfer the astonishing ability of games to engage people to the workplace. The reason for the recent emergence of Gamification is the transformation of the nature of work and the workforce itself. The design of enterprise software has shifted to a new era that largely focuses on what is pleasurable. This shift in focus is due to millenials, also referred to as digital natives who have just started to enter the workforce and have different expectations, attitudes and skills compared to previous generations. Millenials have grown up with social media and mobile technology and prefer to use the same technology at home and at work. In particular mobile technology for mobile devices supports the development towards a playful and intuitive interaction. As digital natives are used to this kind of technology they engage and interact differently with each other in the workplace. In order to engage and motivate them, companies have to change their traditional ways of interaction. Gamification is one of the first steps towards this change and seems to be the answer to what is pleasurable to people. As Gamification is a fairly new topic, there is few research on its effects so far. Gamification is said to motivate employees and engage with customers at the same time and even though there is little proof for this assumption, learning theory works in favor of it. The number of papers published on Gamification has grown significantly during the last yea
Totally Awesome Training Activity Guide Book
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Author : Monica Cornetti
language : en
Publisher: Entreprenow
Release Date : 2013-01-01
Totally Awesome Training Activity Guide Book written by Monica Cornetti and has been published by Entreprenow this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-01 with Business & Economics categories.
Level up your training and development with Gamification. These 50+ activities are designed to bring dynamic and interactive solutions to business training, seminars, and educational sessions. Connect the psychology of Gamification to achieving your business objectives. Increase learning and participation. Identify easy and effective ways to engage your audience. Replace average with AWESOME Game On!