Organizational Gamification

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Organizational Gamification

Author : Mikko Vesa
Publisher : Routledge
Page : 225 pages
File Size : 54,7 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.

Organizational Gamification

Author : Mikko Vesa
Publisher : Routledge
Page : 258 pages
File Size : 49,6 Mb
Release : 2021-02-25
Category : Business & Economics
ISBN : 9781000351057

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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.

Transforming Society and Organizations through Gamification

Author : Agnessa Spanellis,J. Tuomas Harviainen
Publisher : Springer Nature
Page : 386 pages
File Size : 47,6 Mb
Release : 2021-05-07
Category : Business & Economics
ISBN : 9783030682071

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Transforming Society and Organizations through Gamification by Agnessa Spanellis,J. Tuomas Harviainen Pdf

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.

Handbook of Research on Gamification Dynamics and User Experience Design

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo
Publisher : IGI Global
Page : 541 pages
File Size : 46,7 Mb
Release : 2022-05-20
Category : Computers
ISBN : 9781668442920

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Handbook of Research on Gamification Dynamics and User Experience Design by Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo Pdf

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.

Promoting Organizational Performance Through 5G and Agile Marketing

Author : Santos, José Duarte,Sousa, Bruno Miguel
Publisher : IGI Global
Page : 332 pages
File Size : 42,7 Mb
Release : 2022-09-30
Category : Business & Economics
ISBN : 9781668455258

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Promoting Organizational Performance Through 5G and Agile Marketing by Santos, José Duarte,Sousa, Bruno Miguel Pdf

It is well understood that many business operations are evolving to fit within the mold of society’s technological advancement. This is no different for marketing. While there are indicators proving the evolution of marketing, there are still many questions that must be addressed when examining the changes made to the field: whether this evolution will force new tactics, whether it will be reduced to technological tools, and more. These questions must be answered in order to allow organizations to be more customer-oriented and competitive. Promoting Organizational Performance Through 5G and Agile Marketing provides knowledge and skills to allow readers the ability to understand the evolution and trends of marketing, as well as its implications in organizations and customer relationships. It consolidates concepts introduced in recent years and examines possible opportunities to broaden the breadth of marketing, demonstrating its interdisciplinarity. Covering topics such as loyalty programs, brand attachment, and purchase intention, this premier reference source is an excellent resource for business leaders and executives, brand managers, IT managers, marketers, communications professionals, students and faculty of higher education, librarians, researchers, and academicians.

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 : 42,9 Mb
Release : 2022-01-28
Category : Computers
ISBN : 9781799892250

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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.

Game On - Reinventing Organizational Culture with Gamification

Author : Arthur Carmazzi
Publisher : Unknown
Page : 208 pages
File Size : 45,7 Mb
Release : 2020-09-25
Category : Electronic
ISBN : 9798690179731

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Game On - Reinventing Organizational Culture with Gamification by Arthur Carmazzi Pdf

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

Organizational Behavior

Author : Christopher P. Neck,Jeffery D. Houghton,Emma L. Murray
Publisher : SAGE Publications
Page : 914 pages
File Size : 50,9 Mb
Release : 2023-02-09
Category : Business & Economics
ISBN : 9781071854457

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Organizational Behavior by Christopher P. Neck,Jeffery D. Houghton,Emma L. Murray Pdf

Organizational Behavior: A Skill-Building Approach, Third Edition examines how individual characteristics, group dynamics, and organizational factors affect performance, motivation, and job satisfaction, providing students with a holistic understanding of OB. Translating the latest research into practical applications and best practices, authors Christopher P. Neck, Jeffery D. Houghton, and Emma Murray unpack how managers can develop their managerial skills to unleash the potential of their employees. This title is accompanied by a complete teaching and learning package. Contact your SAGE representative to request a demo. Learning Platform / Courseware SAGE Vantage is an intuitive learning platform that integrates quality SAGE textbook content with assignable multimedia activities and auto-graded assessments to drive student engagement and ensure accountability. Unparalleled in its ease of use and built for dynamic teaching and learning, Vantage offers customizable LMS integration and best-in-class support. It′s a learning platform you, and your students, will actually love. Learn more. Assignable Video with Assessment Assignable video (available in SAGE Vantage) is tied to learning objectives and curated exclusively for this text to bring concepts to life. Watch a sample video now. LMS Cartridge: Import this title′s instructor resources into your school′s learning management system (LMS) and save time. Don′t use an LMS? You can still access all of the same online resources for this title via the password-protected Instructor Resource Site. Learn more.

HCI in Business, Government and Organizations

Author : Fiona Nah,Keng Siau
Publisher : Springer Nature
Page : 518 pages
File Size : 51,6 Mb
Release : 2023-07-20
Category : Computers
ISBN : 9783031359699

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HCI in Business, Government and Organizations by Fiona Nah,Keng Siau Pdf

This two-volume set of HCIBGO 2023, constitutes the refereed proceedings of the 10h International Conference on HCI in Business, Government and Organizations, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCIBGO 2023 proceedings focuses in topics such as artificial intelligence and machine learning, blockchain, service design, live streaming in electronic commerce, visualization, and workplace design.

Management Techniques for Employee Engagement in Contemporary Organizations

Author : Sharma, Naman,Chaudhary, Narendra,Singh, Vinod Kumar
Publisher : IGI Global
Page : 339 pages
File Size : 42,8 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.

Gamify

Author : Biran Burke
Publisher : Routledge
Page : 136 pages
File Size : 46,9 Mb
Release : 2016-10-14
Category : Business & Economics
ISBN : 9781351861779

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Gamify by Biran Burke Pdf

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.

Gamification for Business

Author : Sune Gudiksen,Jake Inlove
Publisher : Kogan Page Publishers
Page : 321 pages
File Size : 40,5 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.

Current Practices in Workplace and Organizational Learning

Author : Bente Elkjaer,Maja Marie Lotz,Niels Christian Mossfeldt Nickelsen
Publisher : Springer Nature
Page : 261 pages
File Size : 51,7 Mb
Release : 2022-01-01
Category : Education
ISBN : 9783030850609

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Current Practices in Workplace and Organizational Learning by Bente Elkjaer,Maja Marie Lotz,Niels Christian Mossfeldt Nickelsen Pdf

The central assumption that guides this book is that research and practice about learning at the workplace has recently lost its critical edge. This book explores what has happened to workplace learning and organizational learning and studies what has replaced it. In addition, the book discusses to what extend there are reasons to revitalize it. Today, themes such as ‘innovation’, ‘co-creation’ and ‘knowledge sharing’ seem to have become preferred and referred to as theoretical fields as well as fields of practice. In several chapters of this book it is argued that the critical power of learning could be regained by starting a new discussion of how these new fields of practice can be substantiated by topics such as learning arrangements, learning mechanisms, and learning strategies. Hence, the aim of this book is to both advance and recapture our knowledge of learning in today’s increasingly complex world of work and organizing. The contributions in this work do so by revisiting classic research on workplace and organizational learning and discussing how insights from this body of literature evokes new meaning. It sets the stage for new agendas and rethinks current practices that are entangled in activities such as innovation, co-creation, knowledge sharing or other currently widespread fields of practice.

Transforming Society and Organizations through Gamification

Author : Agnessa Spanellis,J. Tuomas Harviainen
Publisher : Palgrave Macmillan
Page : 386 pages
File Size : 53,5 Mb
Release : 2022-05-22
Category : Business & Economics
ISBN : 3030682099

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Transforming Society and Organizations through Gamification by Agnessa Spanellis,J. Tuomas Harviainen Pdf

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.

Can Gamification Close the Engagement Gap of Generation Y?

Author : Avo Schönbohm,Katharina Urban
Publisher : Logos Verlag Berlin GmbH
Page : 127 pages
File Size : 51,9 Mb
Release : 2014-12-23
Category : Gamification
ISBN : 9783832538484

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Can Gamification Close the Engagement Gap of Generation Y? by Avo Schönbohm,Katharina Urban Pdf

Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.