Online Gaming And Playful Organization

Online Gaming And Playful Organization Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Online Gaming And Playful Organization book. This book definitely worth reading, it is an incredibly well-written.

Online Gaming and Playful Organization

Author : Harald Warmelink
Publisher : Routledge
Page : 249 pages
File Size : 55,9 Mb
Release : 2014-02-03
Category : Education
ISBN : 9781135040246

Get Book

Online Gaming and Playful Organization by Harald Warmelink Pdf

Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Organizational Gamification

Author : Mikko Vesa
Publisher : Routledge
Page : 258 pages
File Size : 46,7 Mb
Release : 2021-02-25
Category : Business & Economics
ISBN : 9781000351057

Get Book

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.

Game Based Organization Design

Author : Jeroen van Bree
Publisher : Springer
Page : 152 pages
File Size : 42,6 Mb
Release : 2013-11-06
Category : Business & Economics
ISBN : 9781137351487

Get Book

Game Based Organization Design by Jeroen van Bree Pdf

There is a widening gap between the current organizational reality and the tools and methods available to managers for addressing its challenges. Game Based Organization Design shows that one of the ways to bridge this gap is to introduce insights and approaches from video game design into the design of organizational systems.

Neo-Simulation and Gaming Toward Active Learning

Author : Ryoju Hamada,Songsri Soranastaporn,Hidehiko Kanegae,Pongchai Dumrongrojwatthana,Settachai Chaisanit,Paola Rizzi,Vinod Dumblekar
Publisher : Springer Nature
Page : 557 pages
File Size : 48,5 Mb
Release : 2019-10-08
Category : Political Science
ISBN : 9789811380396

Get Book

Neo-Simulation and Gaming Toward Active Learning by Ryoju Hamada,Songsri Soranastaporn,Hidehiko Kanegae,Pongchai Dumrongrojwatthana,Settachai Chaisanit,Paola Rizzi,Vinod Dumblekar Pdf

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo
Publisher : IGI Global
Page : 657 pages
File Size : 45,6 Mb
Release : 2022-01-28
Category : Computers
ISBN : 9781799892250

Get Book

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo Pdf

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.

e-HRM

Author : Mohan Thite
Publisher : Routledge
Page : 292 pages
File Size : 40,5 Mb
Release : 2018-08-06
Category : Business & Economics
ISBN : 9781351698726

Get Book

e-HRM by Mohan Thite Pdf

As with other parts of business, technology is having a profound effect on the world of work and management of human resources. Technology is a key enabler for faster, cheaper and better delivery of HR services and in some cases can have a transformational as well as unintended negative effect. Designed for the digital era, e-HRM is one of the first textbooks on these developments. It incorporates the most current and important HR technology related topics in four distinct parts under one umbrella, written by leading scholars and practitioners drawn from across the world. All the chapters have a uniform structure and pay equal attention to theory and practice with an applied focus. Learning resources of the book include chapter-wide learning objectives, case studies, debates on related burning issues, and the companion website includes lecture slides and a question bank.

Representing Conflicts in Games

Author : Björn Sjöblom,Jonas Linderoth,Anders Frank
Publisher : Taylor & Francis
Page : 233 pages
File Size : 54,5 Mb
Release : 2022-12-30
Category : Games & Activities
ISBN : 9781000824872

Get Book

Representing Conflicts in Games by Björn Sjöblom,Jonas Linderoth,Anders Frank Pdf

This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.

Simulation and Gaming in the Network Society

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 50,6 Mb
Release : 2016-08-02
Category : Mathematics
ISBN : 9789811005756

Get Book

Simulation and Gaming in the Network Society by Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi Pdf

This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

Playful Pedagogy in the Pandemic

Author : Emily K. Johnson,Anastasia Salter
Publisher : Taylor & Francis
Page : 133 pages
File Size : 52,6 Mb
Release : 2022-08-26
Category : Education
ISBN : 9781000640298

Get Book

Playful Pedagogy in the Pandemic by Emily K. Johnson,Anastasia Salter Pdf

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

New Perspectives on the Social Aspects of Digital Gaming

Author : Rachel Kowert,Thorsten Quandt
Publisher : Taylor & Francis
Page : 210 pages
File Size : 47,7 Mb
Release : 2017-02-10
Category : Social Science
ISBN : 9781317243632

Get Book

New Perspectives on the Social Aspects of Digital Gaming by Rachel Kowert,Thorsten Quandt Pdf

Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

The Dark Side of Game Play

Author : Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
Publisher : Routledge
Page : 280 pages
File Size : 52,5 Mb
Release : 2015-06-05
Category : Social Science
ISBN : 9781317574460

Get Book

The Dark Side of Game Play by Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown Pdf

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Organizational Gamification

Author : Mikko Vesa
Publisher : Routledge
Page : 225 pages
File Size : 49,5 Mb
Release : 2021-02-25
Category : Business & Economics
ISBN : 9781000351095

Get Book

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.

Serious Games for Business

Author : Phaedra Boinodiris,Peter Fingar
Publisher : Unknown
Page : 0 pages
File Size : 52,9 Mb
Release : 2014
Category : Customer loyalty
ISBN : 0929652509

Get Book

Serious Games for Business by Phaedra Boinodiris,Peter Fingar Pdf

In the business world, "gamification", the use of game thinking and mechanics in non game contexts, is not just about badges, leaderboards, and avatars. Gamification for business is about engagement, motivation, and loyalty. Playful game design techniques can cultivate deep emotional connections, high levels of active participation, and long-term relationships that drive business value. Together, social collaboration and gamification help companies reap great benefits - among them the ability to deepen customer relationships, drive operational efficiencies, innovate, and optimize the workforce. Using an innovative multimedia format, this book turns the inevitable alphabet soup of gamification terms into a gourmet delight with true business substance. Readers will no doubt find themselves exploring the book's concepts through the 60+videos, articles and lectures cited with tiny URLs and smart phone QR Codes, all of which jump off the printed page to provide further insights from recognized experts. Don't just read this book - experience it!

Quality Games for Trainers

Author : Marlene Caroselli
Publisher : McGraw Hill Professional
Page : 306 pages
File Size : 46,6 Mb
Release : 1996
Category : Employees
ISBN : 0070115028

Get Book

Quality Games for Trainers by Marlene Caroselli Pdf

Quality and continuous improvement training doesn't have to be intimidating or dry! Dip into this treasury and discover a wealth of games, energizers, activities, brain-teasers, and quizzes that will add zest to learning sessions--for trainees and trainers alike.

Playful Identities

Author : Michiel de Lange,Valerie Frissen,Joost Raessens,Sybille Lammes
Publisher : Unknown
Page : 0 pages
File Size : 50,7 Mb
Release : 2015
Category : Computer games
ISBN : 9089646396

Get Book

Playful Identities by Michiel de Lange,Valerie Frissen,Joost Raessens,Sybille Lammes Pdf

In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.