The Gamification Of Work
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The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher: John Wiley & Sons
Release Date : 2017-01-19
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.
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.
Soviet And American Precursors To The Gamification Of Work
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Author : Mark Nelson
language : en
Publisher:
Release Date : 2020
Soviet And American Precursors To The Gamification Of Work written by Mark Nelson and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with categories.
A number of commentators have proposed adapting elements derived from game mechanics to workplaces, to motivate employees via techniques that, the argument goes, have proven successful in a videogame context, and thus may have wider motivational applications. This general strategy has become grouped under the term "gamification". I argue the gamification-of-work movement has at least two major precursors, one in the Soviet Union of the early to mid 20th century, and another in American management of the late 20th and early 21st centuries. The Soviet approach focused on games to increase productivity, via experiments ranging from purely competitive games directly tied to productivity, to attempts at morale-building via team games and workplace self-expression. The American management approach focused more strongly on a sense of childhood play, aiming to weaken the work/play split, but often with games and competition integrated into the framework. Neither approach is identical to the gamification-of-work movement, but there exist significant overlaps, and thus both the historical movements themselves, and the critiques that have been directed at them, should be studied in order to better understand how to approach current attempts in light of past experiences.
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.
The Gamification Of Work
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Author : Miriam A. Cherry
language : en
Publisher:
Release Date : 2013
The Gamification Of Work written by Miriam A. Cherry and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with categories.
In the language of cyberspace, introducing elements of fun or game-playing into everyday tasks or through simulations is known as the process of “gamification.” The idea that people could be working while they play a video game - in some instances without even knowing that they are working - is becoming part of our reality. Gamification is an important element of what in previous writing I have termed “virtual work,” that is, work that is taking place wholly online, in crowdsourcing arrangements, or in virtual worlds. The gamification of work is an important trend with important implications for employment law. This short “Idea” essay begins to describe and formulate theories for thinking about these new forms of work.
Business Gamification For Dummies
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Author : Kris Duggan
language : en
Publisher: John Wiley & Sons
Release Date : 2013-02-04
Business Gamification For Dummies written by Kris Duggan 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 2013-02-04 with Business & Economics categories.
The easy way to grasp and use gamification concepts in business Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.). Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model. How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment How to build a successful gamification program How to entice and retain customers using gamification How to drive employee behavior inside your organization Real-world illustrations of gamification at work If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.
Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace
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Author : Carolin Klosterkamp
language : en
Publisher: GRIN Verlag
Release Date : 2018-08-02
Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace written by Carolin Klosterkamp and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-02 with Business & Economics 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 years, but there is no clear understanding about which overall results they yield and under which circumstances those are valid. As more and more companies implement Gamification mechanics due to its promising concept, its success has to be measured reliably.
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.
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!
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.