The Business of Gamification

The Business of Gamification

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  • Author: Mikolaj Dymek
  • Publisher: Taylor & Francis
  • ISBN: 1317581458
  • Category : Business & Economics
  • Languages : en
  • Pages : 230

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.


The Business of Gamification

The Business of Gamification

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  • Author: Mikolaj Dymek
  • Publisher: Routledge
  • ISBN: 131758144X
  • Category : Business & Economics
  • Languages : en
  • Pages : 318

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.


Gamification in Education and Business

Gamification in Education and Business

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  • Author: Torsten Reiners
  • Publisher: Springer
  • ISBN: 3319102087
  • Category : Mathematics
  • Languages : en
  • Pages : 710

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.


For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition

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  • Author: Kevin Werbach
  • Publisher: University of Pennsylvania Press
  • ISBN: 1613631464
  • Category : Business & Economics
  • Languages : en
  • Pages : 152

In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. This edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.


Gamification for Business

Gamification for Business

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  • Author: Sune Gudiksen
  • Publisher: Kogan Page Publishers
  • ISBN: 0749484330
  • Category : Business & Economics
  • Languages : en
  • Pages : 321

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.


Press Start

Press Start

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  • Author: Daniel Griffin
  • Publisher: Bloomsbury Publishing
  • ISBN: 1472970489
  • Category : Business & Economics
  • Languages : en
  • Pages : 288

Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.


Serious Games for Business

Serious Games for Business

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  • Author: Phaedra Boinodiris
  • Publisher:
  • ISBN: 9780929652504
  • Category : Customer loyalty
  • Languages : en
  • Pages : 0

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!


Game Changing - Werde zum Business-Nerd

Game Changing - Werde zum Business-Nerd

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  • Author: Jasmin Karatas
  • Publisher: Jasmin Deniz Karatas
  • ISBN: 3952593036
  • Category : Business & Economics
  • Languages : de
  • Pages : 133

„Game Changing – Werde zum Business Nerd“ – von Jasmin Karatas ist eine fesselnde Expedition in eine Welt, in der Spiel und Geschäftswelt in einer einzigartigen Verbindung aufgehen. Lass dich von dieser Reise inspirieren, während du die Gemeinsamkeiten zwischen Spiel und unternehmerischer Entwicklung entdeckst. Spiele sind nicht nur Vergnügen, sondern tragen essenzielle Lektionen für unternehmerisches Denken und Handeln in sich. Hier entfaltet sich eine neue Perspektive, die dich dazu anregt, das Potenzial der Spielprinzipien für deine geschäftlichen Strategien zu nutzen. Gemeinsam mit Jasmin erforschst du die psychologische Motivation hinter dem Spielen und erlangst wertvolle Erkenntnisse, wie du diese Motivation auf dein unternehmerisches Vorhaben übertragen kannst. Die Welt des kritischen Denkens öffnet sich dir und du verstehst endlich, wie Spiele deine kreativen und strategischen Fähigkeiten stärken. Werde Zeuge der positiven Auswirkungen von Spielen auf die körperliche Gesundheit und lerne, wie du diese Erkenntnisse geschickt in deinen geschäftlichen Alltag integrieren kannst. Jasmin wird dich mit ihrem Buch ermutigen, die Führung über dein unternehmerisches Schicksal zu übernehmen und eine tiefgreifende emotionale Bindung zu deinem Geschäft aufzubauen. All das, um das Spielfeld der Geschäftswelt erfolgreich zu betreten und deine Business-Strategien auf ein neues Niveau zu heben. Game Changing – Deine Reise beginnt jetzt.


Business Gamification For Dummies

Business Gamification For Dummies

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  • Author: Kris Duggan
  • Publisher: John Wiley & Sons
  • ISBN: 1118466942
  • Category : Business & Economics
  • Languages : en
  • Pages : 323

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.


The Gamification of Higher Education

The Gamification of Higher Education

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  • Author: N. Niman
  • Publisher: Springer
  • ISBN: 1137331461
  • Category : Education
  • Languages : en
  • Pages : 231

Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.