Organizational Gamification
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Organizational Gamification
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Author : Mikko Vesa
language : en
Publisher: Routledge
Release Date : 2021-02-25
Organizational Gamification written by Mikko Vesa and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-25 with Business & Economics categories.
This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.
Game On Reinventing Organizational Culture With Gamification
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Author : Arthur Carmazzi
language : en
Publisher:
Release Date : 2020-09-25
Game On Reinventing Organizational Culture With Gamification written by Arthur Carmazzi and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-09-25 with categories.
Game On - Reinventing Organizational Culture with Gamification The Definition of Work Gamification: "The Systematic facilitation of helping team members combine measurement, motivational psychology, and basic fun in existing or improved Work Processes or Activities, with the objective of fostering desired behaviors and results".Game On shares research, case studies and step by step processes that will take you on a fun journey of culture evolution success while impacting your teams' innovation and lives. And with Pandemic ready strategies, you can easily start getting results immediately WHAT EXPERTS SAY "The reinvention of organizational culture to build positive lasting change where people enjoy work, find meaning and purpose in work, and support others to do the same. But GAME ON, takes it a step further so that we not only cultivate a happier more productive work environment but also a fun one." Dr Marshal Goldsmith, New York Times best selling author of "MOJO" and "What Got You Here Won't Get You There" "A revolution in Culture Change, Arthur's Gamification research make it easy and fun to achieve visible engagement and innovation in a short time, and with the step by step virtual implementation, this is a must get book for current times. A must read!" Chester Elton, Best-Selling author of "All In" and "Leading With Gratitude" "Game On is a timely book, providing proven tools and techniques to make working together more fun. This is vital in the world today, when new learning, greater joy, and better collaboration are keys to your success." Ron Kaufman, New York Times bestselling author of "Uplifting Service" "This book is a "game changer" in the new normal, it expands on the emotional and motivational foundations of passion at work with practical and fun strategies that can truly redefine an organizational culture." Louis Carter, Bestselling author of In "Great Company", pioneer of the emotional connectedness at work movement, and CEO of The Best Practicess Institute "Game On' is an enlightening set of strategies and research on human behavior and how work and results can be fun. It's an exciting book that's fun to read and extremely practical. I highly recommend this for any sized organization that seeks to enhance its bottom line and the people that fuels its growth." Greg Williams, The Master Negotiator, Body Language Expert Filled with engaging stories and examples, Game On will have you and your team members looking at the combination of work and fun in a whole new way! An easy yet highly useful read, this is one of those books that should be on every leader's bookshelf.." Brenda Bence, Thinkers50 World Leader in Coaching, Top 10 Professional Coach and #1 Branding Guru by GlobalGurus, Bestselling author to the book page What you will get in this book Setting up the Game board of The New Organizational Culture objective How the PFB (Post Facebook) Era has Changed the Game Rules Technology vs. Humanity Entering the Realm of The Psychology of FUN Bonus Round for Climbing the Tower of Trust The Secret Amulet of "Measure Everything" Reaching the Higher Levels of Performance The Digital Transformation Pre-Formation Choosing the Leader Avatar - Can you Measure Up? Messing with the Game Mechanics to WIN Achieving the Ultimate Organizational Culture Pandemic Ready Culture Gamification Strategies
Gamification For Business
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Author : Sune Gudiksen
language : en
Publisher: Kogan Page Publishers
Release Date : 2018-12-03
Gamification For Business written by Sune Gudiksen and has been published by Kogan Page Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-12-03 with Business & Economics categories.
Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business. Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.
Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-01-28
Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations 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 2022-01-28 with Computers categories.
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Transforming Society And Organizations Through Gamification
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Author : Agnessa Spanellis
language : en
Publisher: Springer Nature
Release Date : 2021-05-07
Transforming Society And Organizations Through Gamification written by Agnessa Spanellis and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-07 with Business & Economics categories.
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.
Gamification For Innovators And Entrepreneurs
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Author : Henning Breuer
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-10-03
Gamification For Innovators And Entrepreneurs written by Henning Breuer and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-03 with Business & Economics categories.
Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators
Gamify
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Author : Biran Burke
language : en
Publisher: Routledge
Release Date : 2016-10-14
Gamify written by Biran Burke and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-14 with Business & Economics categories.
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
Why Games Are Good For Business
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Author : Helen Routledge
language : en
Publisher: Springer
Release Date : 2016-01-26
Why Games Are Good For Business written by Helen Routledge and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-26 with Business & Economics categories.
By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.
Playing To Win
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Author : ASTD Research
language : en
Publisher:
Release Date : 2014-03-05
Playing To Win written by ASTD Research and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-05 with categories.
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.