Why Games Are Good For Business

Why Games Are Good For Business 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 Why Games Are Good For Business book. This book definitely worth reading, it is an incredibly well-written.

Changing the Game

Author : David Edery,Ethan Mollick
Publisher : FT Press
Page : 238 pages
File Size : 54,8 Mb
Release : 2008-10-07
Category : Business & Economics
ISBN : 9780137151752

Get Book

Changing the Game by David Edery,Ethan Mollick Pdf

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Why Games Are Good For Business

Author : Helen Routledge
Publisher : Springer
Page : 215 pages
File Size : 53,6 Mb
Release : 2016-01-26
Category : Business & Economics
ISBN : 9781137448989

Get Book

Why Games Are Good For Business by Helen Routledge Pdf

By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.

The Psychology of Video Games

Author : Celia Hodent
Publisher : Routledge
Page : 105 pages
File Size : 43,6 Mb
Release : 2020-10-07
Category : Psychology
ISBN : 9781000194760

Get Book

The Psychology of Video Games by Celia Hodent Pdf

What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Serious Games for Business

Author : Phaedra Boinodiris,Peter Fingar
Publisher : Unknown
Page : 0 pages
File Size : 50,9 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!

Persuasive Games

Author : Ian Bogost
Publisher : MIT Press
Page : 463 pages
File Size : 49,9 Mb
Release : 2010-08-13
Category : Games & Activities
ISBN : 9780262261944

Get Book

Persuasive Games by Ian Bogost Pdf

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

The Business of Gamification

Author : Mikolaj Dymek,Peter Zackariasson
Publisher : Taylor & Francis
Page : 230 pages
File Size : 50,7 Mb
Release : 2016-09-13
Category : Business & Economics
ISBN : 9781317581451

Get Book

The Business of Gamification by Mikolaj Dymek,Peter Zackariasson Pdf

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Business War Games

Author : Benjamin Gilad
Publisher : Red Wheel/Weiser
Page : 203 pages
File Size : 41,9 Mb
Release : 2008-08-01
Category : Business & Economics
ISBN : 9781601638922

Get Book

Business War Games by Benjamin Gilad Pdf

In a global, complex, and competitive world, developing a plan without testing it against market reaction is like walking blind into a minefield. War gaming is a metal detector for a company. Yet war games run by the large consulting firms are kept secret and cost millions. For the first time, this book makes them accessible to every product and brand manager, every project leader, every marketing professional, and every planner, no matter how small or large the company. Business War Games will show you in steps and practical detail: How to decide if war gaming is right for you Which decisions call for war gaming How to prepare, organize, and run a realistic and inexpensive war game How to predict competitor moves with accuracy and little information Why you do not need computers, consultants, software, or a PhD in math to do it well This book is your bible of how to stay one step ahead of your competitors. Do not leave home without it.

Business Games For Management And Economics: Learning By Playing

Author : Bazil Leon
Publisher : World Scientific Publishing Company
Page : 412 pages
File Size : 50,6 Mb
Release : 2012-01-30
Category : Business & Economics
ISBN : 9789813108202

Get Book

Business Games For Management And Economics: Learning By Playing by Bazil Leon Pdf

Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's “Aquarium” up to the REACTOR games for several teams of executives.

Total Engagement

Author : Byron Reeves,J. Leighton Read
Publisher : Harvard Business Press
Page : 286 pages
File Size : 49,5 Mb
Release : 2009
Category : Business & Economics
ISBN : 9781422146576

Get Book

Total Engagement by Byron Reeves,J. Leighton Read Pdf

The strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning--and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games.

Fun Inc.

Author : Tom Chatfield
Publisher : Random House
Page : 274 pages
File Size : 54,8 Mb
Release : 2010-01-14
Category : Business & Economics
ISBN : 9780753523025

Get Book

Fun Inc. by Tom Chatfield Pdf

'Tom Chatfield's Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read, as well as a helpful compendium of research ... The numbers surrounding the sector are certainly thudding. By the end of 2008, annual sales of video games - not including consoles or devices - was $40 billion, comfortably outstripping the movie business. In the same year, Nintendo's employees were more profitable per head than Google's. The sheer pervasiveness of game experience - 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game - means that instant naffness falls upon those who express a musty disdain for the medium. In fact, as Fun Inc. elegantly explains, computer game-playing has a very strong claim to be one of the most vital test-beds for intellectual enquiry.' Independent

Why Video Games are Good for Your Soul

Author : James Paul Gee
Publisher : Common Ground
Page : 132 pages
File Size : 54,7 Mb
Release : 2005
Category : Computers
ISBN : 9781863355742

Get Book

Why Video Games are Good for Your Soul by James Paul Gee Pdf

Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

The Business and Culture of Digital Games

Author : Aphra Kerr
Publisher : SAGE
Page : 198 pages
File Size : 40,6 Mb
Release : 2006-04-06
Category : Games & Activities
ISBN : 1412900476

Get Book

The Business and Culture of Digital Games by Aphra Kerr Pdf

This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Enterprise Games

Author : Michael Hugos
Publisher : "O'Reilly Media, Inc."
Page : 215 pages
File Size : 53,6 Mb
Release : 2012-09-19
Category : Business & Economics
ISBN : 9781449319564

Get Book

Enterprise Games by Michael Hugos Pdf

Serious Games will focus on specific issues and approaches for implementing gaming techniques and technologies in companies from startups to large established corporations. Issues will be discussed from business, social and technology perspectives. Areas such as health care and intellectual property concerns will be addressed.

Games Businesses Play

Author : Pankaj Ghemawat
Publisher : MIT Press
Page : 286 pages
File Size : 50,5 Mb
Release : 1997
Category : Business & Economics
ISBN : 0262071827

Get Book

Games Businesses Play by Pankaj Ghemawat Pdf

Because they are analytical rather than descriptive, the case studies are not typical teaching cases. The cases are paired with customized game-theoretic models that cover a wide range of commitment decisions, from short-run commitments such as price to longer-run commitments such as capacity expansion and reduction, product and process innovation, and battles for market share. A variety of quantitative and qualitative techniques are used to test the models' predictions on case data.