Enterprise Gamification

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Enterprise Gamification

Author : Mario Herger
Publisher : Createspace Independent Publishing Platform
Page : 0 pages
File Size : 50,5 Mb
Release : 2014-07
Category : Electronic games
ISBN : 1470000644

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Enterprise Gamification by Mario Herger Pdf

Research shows when people are engaged they are more productive. That's why gamification has caught on in the corporate world. The clever combination of fields such as game design, psychology, motivation theory, neurophysiology, and behaviorism has been shown to benefit stakeholders in surprisingly effective ways. This landmark book examines the prevailing notion that simple rewards and competition are effective means for engaging people, and shows how gamification designs can be applied to support long-term collaboration, creativity, productivity, loyalty, and learning. Based on evidence from many research papers, use cases, and practical examples you will learn how to create effective and fun gamification designs for one or multiple systems in a local or global context. Enterprise Gamification is the most comprehensive and scientifically rigorous book yet written in this exciting new field.

Gamification in Education and Business

Author : Torsten Reiners,Lincoln C. Wood
Publisher : Springer
Page : 710 pages
File Size : 51,9 Mb
Release : 2014-11-22
Category : Mathematics
ISBN : 9783319102085

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Gamification in Education and Business by Torsten Reiners,Lincoln C. Wood Pdf

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 at Work

Author : Janaki Mythily Kumar,Mario Herger
Publisher : Unknown
Page : 168 pages
File Size : 50,6 Mb
Release : 2013
Category : Computers
ISBN : 8792964079

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Gamification at Work by Janaki Mythily Kumar,Mario Herger Pdf

Gamification is becoming a common buzzword 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 efficacy 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 business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. 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! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Business Gamification For Dummies

Author : Kris Duggan,Kate Shoup
Publisher : John Wiley & Sons
Page : 323 pages
File Size : 41,6 Mb
Release : 2013-01-23
Category : Business & Economics
ISBN : 9781118466940

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Business Gamification For Dummies by Kris Duggan,Kate Shoup Pdf

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.

Gamification for Business

Author : Sune Gudiksen,Jake Inlove
Publisher : Kogan Page Publishers
Page : 321 pages
File Size : 44,8 Mb
Release : 2018-12-03
Category : Business & Economics
ISBN : 9780749484330

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Gamification for Business by Sune Gudiksen,Jake Inlove Pdf

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.

Gamification for Employee Engagement

Author : Akila Narayanan
Publisher : Packt Publishing Ltd
Page : 191 pages
File Size : 50,9 Mb
Release : 2014-12-30
Category : Business & Economics
ISBN : 9781783001354

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Gamification for Employee Engagement by Akila Narayanan Pdf

If a positive and engaged team is important to you, get started with gamification now and discover how it could transform your workplace.

Human-Computer Interaction: Applications and Services

Author : Masaaki Kurosu
Publisher : Springer
Page : 686 pages
File Size : 55,8 Mb
Release : 2013-07-01
Category : Computers
ISBN : 9783642392627

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Human-Computer Interaction: Applications and Services by Masaaki Kurosu Pdf

The five-volume set LNCS 8004--8008 constitutes the refereed proceedings of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, NV, USA in July 2013. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers in the thematic area of human-computer Interaction, addressing the following major topics: HCI in healthcare; games and gamification; HCI in learning and education; in-vehicle Interaction.

Organizational Gamification

Author : Mikko Vesa
Publisher : Routledge
Page : 225 pages
File Size : 46,9 Mb
Release : 2021-02-25
Category : Business & Economics
ISBN : 9781000351095

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Organizational Gamification by Mikko Vesa Pdf

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.

Gamification in Learning and Education

Author : Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton
Publisher : Springer
Page : 159 pages
File Size : 41,7 Mb
Release : 2017-09-19
Category : Education
ISBN : 9783319472836

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Gamification in Learning and Education by Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton Pdf

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.

Design, User Experience, and Usability: Theory and Practice

Author : Aaron Marcus,Wentao Wang
Publisher : Springer
Page : 811 pages
File Size : 46,8 Mb
Release : 2018-07-10
Category : Computers
ISBN : 9783319917979

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Design, User Experience, and Usability: Theory and Practice by Aaron Marcus,Wentao Wang Pdf

The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 55 papers included in this volume are organized in topical sections on design thinking, methods and practice, usability and user experience evaluation methods and tools, and DUXU in software development.

Management Techniques for Employee Engagement in Contemporary Organizations

Author : Sharma, Naman,Chaudhary, Narendra,Singh, Vinod Kumar
Publisher : IGI Global
Page : 339 pages
File Size : 53,8 Mb
Release : 2019-02-15
Category : Business & Economics
ISBN : 9781522578000

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Management Techniques for Employee Engagement in Contemporary Organizations by Sharma, Naman,Chaudhary, Narendra,Singh, Vinod Kumar Pdf

Engaged employees are assets to every company because they are not only more productive but are also open to new ideas and technologies that often lead to significant business outcomes. Businesses need to establish credible antecedents to employee engagement based on their own culture and needs to develop a pool of highly engaged employees. Management Techniques for Employee Engagement in Contemporary Organizations provides theoretical frameworks and the latest empirical research findings on management strategies for the promotion, adoption, and implementation of work engagement policies. The content within this publication examines gamification, employee engagement, and management techniques and is designed for academicians, managers, business professionals, human resources officers, policymakers, and researchers.

Handbook of Research on Business Models in Modern Competitive Scenarios

Author : Jamil, George Leal,Jamil, Liliane Carvalho,Pessoa, Cláudio Roberto Magalhães,Silveira, Werner
Publisher : IGI Global
Page : 537 pages
File Size : 53,6 Mb
Release : 2018-12-21
Category : Business & Economics
ISBN : 9781522572664

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Handbook of Research on Business Models in Modern Competitive Scenarios by Jamil, George Leal,Jamil, Liliane Carvalho,Pessoa, Cláudio Roberto Magalhães,Silveira, Werner Pdf

Business models are regarded as a main emerging topic in the management area for opportune science-driven practical conceptions and applications. They represent how organizations are proposed and planned, as well as how they establish a market and social relations, manage strategic resources, and make decisions. However, companies must produce new solutions for strategic sustainability, performance measurement, and overall managerial conditions for these business models to be implemented effectively. The Handbook of Research on Business Models in Modern Competitive Scenarios depicts how business models contribute to strategic competition in this new era of technological and social changes as well as how they are conceptualized, studied, designed, implemented, and in the end, how they can be improved. Featuring research on topics such as creating shared value, global scenarios, and organizational intelligence, this book provides pivotal information for scientific researchers, business decision makers, strategic planners, consultants, managers, and academicians.

Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience

Author : Aaron Marcus
Publisher : Springer
Page : 637 pages
File Size : 53,8 Mb
Release : 2013-07-03
Category : Computers
ISBN : 9783642392412

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Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience by Aaron Marcus Pdf

The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.

The Gameful World

Author : Steffen P. Walz,Sebastian Deterding
Publisher : MIT Press
Page : 687 pages
File Size : 52,8 Mb
Release : 2015-01-16
Category : Computers
ISBN : 9780262028004

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The Gameful World by Steffen P. Walz,Sebastian Deterding Pdf

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

The Practice of Enterprise Modeling

Author : Ulrich Frank,Oscar Pastor,Pericles Loucopoulos,Ilias Petrounias
Publisher : Springer
Page : 292 pages
File Size : 41,9 Mb
Release : 2014-11-07
Category : Business & Economics
ISBN : 9783662455012

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The Practice of Enterprise Modeling by Ulrich Frank,Oscar Pastor,Pericles Loucopoulos,Ilias Petrounias Pdf

This volume constitutes the proceedings of the 7th IFIP WG 8.1 Conference on the Practice of Enterprise Modeling held in November 2014 in Manchester, UK. The focus of the PoEM conference series is on advances in the practice of enterprise modeling through a forum for sharing knowledge and experiences between the academic community and practitioners from industry and the public sector. The 16 full and four short papers accepted were carefully reviewed and selected from 39 submissions. They reflect different topics of enterprise modeling including business process modeling, enterprise architecture, investigation of enterprise modeling methods, requirements engineering, and specific aspects of enterprise modeling.