Transforming Society And Organizations Through Gamification

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Transforming Society and Organizations through Gamification

Author : Agnessa Spanellis,J. Tuomas Harviainen
Publisher : Springer Nature
Page : 386 pages
File Size : 55,8 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 Cross-Disciplinary Uses of Gamification in Organizations

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo
Publisher : IGI Global
Page : 657 pages
File Size : 50,5 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.

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 : 52,7 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.

Research Handbook on Ethical Consumption

Author : Marylyn Carrigan,Victoria K. Wells,Karolos A. Papadas
Publisher : Edward Elgar Publishing
Page : 415 pages
File Size : 41,7 Mb
Release : 2023-05-09
Category : Business & Economics
ISBN : 9781802202021

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Research Handbook on Ethical Consumption by Marylyn Carrigan,Victoria K. Wells,Karolos A. Papadas Pdf

Presenting a contemporary reflection on ethical and sustainable consumption, this insightful Research Handbook offers discussions on the challenges and complexity of living an ethical and sustainable life, and for the researchers who study them. Featuring cutting-edge, multidisciplinary research from authors with unique perspectives and expert insights, this Research Handbook takes a deeper look at the past, present, and future of ethical and sustainable consumption.

The Routledge Handbook of Catalysts for a Sustainable Circular Economy

Author : Hanna Lehtimäki,Leena Aarikka-Stenroos,Ari Jokinen,Pekka Jokinen
Publisher : Taylor & Francis
Page : 846 pages
File Size : 54,6 Mb
Release : 2023-11-30
Category : Architecture
ISBN : 9781000976731

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The Routledge Handbook of Catalysts for a Sustainable Circular Economy by Hanna Lehtimäki,Leena Aarikka-Stenroos,Ari Jokinen,Pekka Jokinen Pdf

This groundbreaking handbook leads the way in accelerating the transition to a sustainable circular economy by introducing the concept of a catalyst as a positive and enhancing driving force for sustainability. Catalysts create and maintain favourable conditions for complex systemic sustainability transition changes, and a discussion and understanding of catalysts is required to move from a linear economy to a sustainable and circular economy. With contributions from leading experts from around the globe, this volume presents theoretical insights, contextualised case studies, and participatory methodologies, which identify different catalysts, including technology, innovation, business models, management and organisation, regulation, sustainability policy, product design, and culture. The authors then show how these catalysts accelerate sustainability transitions. As a unique value to the reader, the book brings together public policy and private business perspectives to address the circular economy as a systemic change. Its theoretical and practical perspectives are coupled with real-world case studies from Finland, Italy, China, India, Nigeria, and others to provide tangible insights on catalysing the circular economy across organisational, hierarchical, and disciplinary boundaries. With its broad interdisciplinary and geographically diverse scope, this handbook will be a valuable tool for researchers, academics, and policy-makers in the fields of circular economy, sustainability transitions, environmental studies, business, and the social sciences more broadly.

Reimagining Systems Thinking in a Post-Pandemic World

Author : Azukas, M. Elizabeth,Kim, Minkyoung
Publisher : IGI Global
Page : 345 pages
File Size : 41,7 Mb
Release : 2023-07-03
Category : Technology & Engineering
ISBN : 9781668472866

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Reimagining Systems Thinking in a Post-Pandemic World by Azukas, M. Elizabeth,Kim, Minkyoung Pdf

The COVID-19 pandemic caused the largest systemic disruption in history. The pandemic was a complex phenomenon that impacted economic, political, and education systems. The pandemic had widespread business impacts, having forced many businesses to close, and the world is still impacted by the effects of supply chain disruptions. The pandemic also impacted political systems with disputes over mask mandates, lockdowns, and vaccine distribution. The COVID-19 pandemic further caused the most extensive education system disruption in history. The pandemic has highlighted the world’s complex interdependent structures, and it will require a multidisciplinary systems thinking approach for post-pandemic recovery and future pandemic prevention. Reimagining Systems Thinking in a Post-Pandemic World examines the role of systems thinking in a post-pandemic world. It identifies effective models of systems thinking and destems design and generates continuous knowledge building on systems thinking by addressing a multitude of industries and service communities. This book provides value in understanding the complexities of an interconnected world and in the exploration of effective approaches to systems thinking and design. Covering topics such as blended learning, local governments, and systems thinking, this premier reference source is an excellent resource for practitioners, policymakers, healthcare providers, business leaders and managers, educators of both K-12 and higher education, pre-service teachers, administrators and faculty, teacher educators, sociologists, librarians, researchers, and academicians.

The Human Side of Service Engineering

Author : Christine Leitner , Walter Ganz , Clara Bassano and Debra Satterfield
Publisher : AHFE International
Page : 457 pages
File Size : 51,8 Mb
Release : 2022-07-24
Category : Technology & Engineering
ISBN : 9781958651384

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The Human Side of Service Engineering by Christine Leitner , Walter Ganz , Clara Bassano and Debra Satterfield Pdf

The Human Side of Service Engineering Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA

Transforming Learning and IT Management through Gamification

Author : Edmond C. Prakash,Madhusudan Rao
Publisher : Springer
Page : 119 pages
File Size : 49,8 Mb
Release : 2015-08-07
Category : Computers
ISBN : 9783319186993

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Transforming Learning and IT Management through Gamification by Edmond C. Prakash,Madhusudan Rao Pdf

This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.

The Gamification of Society

Author : Stéphane Le Lay,Emmanuelle Savignac,Jean Frances,Pierre Lénel
Publisher : John Wiley & Sons
Page : 226 pages
File Size : 47,8 Mb
Release : 2021-04-27
Category : Social Science
ISBN : 9781786306456

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The Gamification of Society by Stéphane Le Lay,Emmanuelle Savignac,Jean Frances,Pierre Lénel Pdf

The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamifications logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

Gaming and Gamers in Times of Pandemic

Author : Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski
Publisher : Bloomsbury Publishing USA
Page : 289 pages
File Size : 46,5 Mb
Release : 2024-01-11
Category : Computers
ISBN : 9798765110263

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Gaming and Gamers in Times of Pandemic by Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski Pdf

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Creating Learning Organizations Through Digital Transformation

Author : Mamede, Henrique S.,Santos, Arnaldo
Publisher : IGI Global
Page : 310 pages
File Size : 46,9 Mb
Release : 2024-01-04
Category : Business & Economics
ISBN : 9798369305584

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Creating Learning Organizations Through Digital Transformation by Mamede, Henrique S.,Santos, Arnaldo Pdf

Organizations find themselves at a pivotal crossroads in an era propelled by the sweeping tide of digital transformation, where the wake of the COVID-19 pandemic has reshaped the global landscape. Within these novel contexts, the imperative to cultivate Learning Organizations (LOs) has emerged as a beacon of adaptability and progress. Creating Learning Organizations Through Digital Transformation weaves the fabric of LOs within the digital tapestry, where minds perpetually expand, and learning begets learning. This journey hinges on the synergy of knowledge and digital prowess, as LOs harness data and digital content with finesse. From immersive learning to artificial intelligence, these technological frontiers reshape learning, spurring change. Unveiling the core concepts, implementations, and global impacts of LOs, this book is a compass for academics, researchers, and practitioners. It deciphers people capacities, digital contents, learning technologies, and evaluation, nurturing the symbiotic relationship between learning and transformation.

Organizational Gamification

Author : Mikko Vesa
Publisher : Routledge
Page : 258 pages
File Size : 50,7 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.

Online Gaming and Playful Organization

Author : Harald Warmelink
Publisher : Routledge
Page : 287 pages
File Size : 53,5 Mb
Release : 2014-02-03
Category : Education
ISBN : 9781135040239

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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.

Marketing and Advertising in the Online-to-Offline (O2O) World

Author : Dinana, Hesham Osama
Publisher : IGI Global
Page : 332 pages
File Size : 47,7 Mb
Release : 2022-10-28
Category : Business & Economics
ISBN : 9781668458464

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Marketing and Advertising in the Online-to-Offline (O2O) World by Dinana, Hesham Osama Pdf

The field of marketing has changed for the good as the lines between the online and the offline worlds continue to blur and merge as new metaverses emerge. The evolution of online-to-offline and offline-to-online strategies and business models are transforming the research agenda for academicians and work practices for professionals. Further study on this evolution is required to fully understand the opportunities and future directions. Marketing and Advertising in the Online-to-Offline (O2O) World presents an insight into online and offline marketing strategies and practices and focuses on the emerging trend in the online and offline worlds. The book also explores the potential use of emerging technologies such as virtual reality, mixed reality, and big data analytics in different marketing and advertising functions. Covering key topics such as consumer behavior, brand equity, advertising, and brand performance, this reference work is ideal for business owners, industry professionals, managers, administrators, policymakers, researchers, academicians, scholars, practitioners, instructors, and students.