Summary of The Gamification Revolution – [Review Keypoints and Take-aways]

Summary of The Gamification Revolution – [Review Keypoints and Take-aways]

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  • Author: PenZen Summaries
  • Publisher: by Mocktime Publication
  • ISBN:
  • Category : Study Aids
  • Languages : en
  • Pages : 16

The summary of The Gamification Revolution – How Leaders Leverage Game Mechanics to Crush the Competition presented here include a short review of the book at the start followed by quick overview of main points and a list of important take-aways at the end of the summary. The Summary of The Gamification Revolution explains the many reasons why games are the solution to many of the most pressing issues that face modern businesses. Every company needs to incorporate some element of game play into its toolkit for a variety of reasons, including motivating employees to be more creative and engaging customers in the age of social media. The Gamification Revolution summary includes the key points and important takeaways from the book The Gamification Revolution by Gabe Zichermann and Joselin Linder. Disclaimer: 1. This summary is meant to preview and not to substitute the original book. 2. We recommend, for in-depth study purchase the excellent original book. 3. In this summary key points are rewritten and recreated and no part/text is directly taken or copied from original book. 4. If original author/publisher wants us to remove this summary, please contact us at [email protected].


The Reality Game

The Reality Game

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  • Author: Samuel Woolley
  • Publisher: PublicAffairs
  • ISBN: 1541768248
  • Category : Computers
  • Languages : en
  • Pages : 221

Fake news posts and Twitter trolls were just the beginning. What will happen when misinformation moves from our social media feeds into our everyday lives? Online disinformation stormed our political process in 2016 and has only worsened since. Yet as Samuel Woolley shows in this urgent book, it may pale in comparison to what's to come: humanlike automated voice systems, machine learning, "deepfake" AI-edited videos and images, interactive memes, virtual reality, and more. These technologies have the power not just to manipulate our politics, but to make us doubt our eyes and ears and even feelings. Deeply researched and compellingly written, The Reality Game describes the profound impact these technologies will have on our lives. Each new invention built without regard for its consequences edges us further into this digital dystopia. Yet Woolley does not despair. Instead, he argues pointedly for a new culture of innovation, one built around accountability and especially transparency. With social media dragging us into a never-ending culture war, we must learn to stop fighting and instead prevent future manipulation. This book shows how we can use our new tools not to control people but to empower them.


Actionable Gamification

Actionable Gamification

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  • Author: Yu-kai Chou
  • Publisher: Packt Publishing Ltd
  • ISBN: 183921077X
  • Category : Computers
  • Languages : en
  • Pages : 500

Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.


Rejection Proof

Rejection Proof

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  • Author: Jia Jiang
  • Publisher: Harmony
  • ISBN: 0804141398
  • Category : Business & Economics
  • Languages : en
  • Pages : 242

The inspiring, relatable, and sometimes outrageous true story of how one man used 100 days of rejection therapy to overcome fear and dare to live more boldly “Rejection Proof smashes fear in the face with a one-two punch. You’ll laugh out loud at Jia’s crazy social experiments, but you’ll also go away thinking differently about what you can accomplish.”—Chris Guillebeau, New York Times bestselling author of The Happiness Pursuit Jia Jiang’s TEDx Talk, “What I learned from 100 days of rejection,” has amassed over ten million views! Jia Jiang came to the United States with the dream of being the next Bill Gates. But despite early success in the corporate world, his first attempt to pursue his entrepreneurial dream ended in rejection. Jia was crushed and spiraled into a period of deep self-doubt. Jia realized that his fear of rejection was a bigger obstacle than any single rejection would ever be; he needed to find a way to cope with being told “no” that wouldn’t destroy him. Inspired by rejection therapy, which uses similar modalities as exposure therapy to desensitize you to the effects of being rejected, he undertook the “100 days of rejection” experiment, during which he willfully sought out rejection on a daily basis—from requesting a lesson in sales from a car salesman (no) to asking a flight attendant if he could make an announcement on the loud speaker (yes) to his famous request to get Krispy Kreme donuts in the shape of Olympic rings (yes, with a viral video to prove it). Over the course of one hundred rejection attempts, Jia realized that even the most preposterous wish might be granted if you ask the right way. He learned the secrets to making successful requests, tactics for picking the right people to approach at the right time, and strategies for converting an initial no into something positive. More important, Jia discovered ways to steel himself against rejection and live more fearlessly—skills that can’t be derailed by a single setback. The changes Jia experienced from his rejection therapy experiment went far beyond becoming more successful in business; he realized that he could apply these techniques to get more out of his relationships with friends, family, and even casual encounters with strangers. Filled with great stories and valuable insight, Rejection Proof shares the secrets of Jia’s rejection journey, distilling each lesson into a strategy that can be used in any negotiation or pitch.


The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook

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  • Author: Karl M. Kapp
  • Publisher: John Wiley & Sons
  • ISBN: 111867443X
  • Category : Business & Economics
  • Languages : en
  • Pages : 487

Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.


Mindset

Mindset

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  • Author: Carol S. Dweck
  • Publisher: Ballantine Books
  • ISBN: 0345472322
  • Category : Psychology
  • Languages : en
  • Pages : 322

From the renowned psychologist who introduced the world to “growth mindset” comes this updated edition of the million-copy bestseller—featuring transformative insights into redefining success, building lifelong resilience, and supercharging self-improvement. “Through clever research studies and engaging writing, Dweck illuminates how our beliefs about our capabilities exert tremendous influence on how we learn and which paths we take in life.”—Bill Gates, GatesNotes “It’s not always the people who start out the smartest who end up the smartest.” After decades of research, world-renowned Stanford University psychologist Carol S. Dweck, Ph.D., discovered a simple but groundbreaking idea: the power of mindset. In this brilliant book, she shows how success in school, work, sports, the arts, and almost every area of human endeavor can be dramatically influenced by how we think about our talents and abilities. People with a fixed mindset—those who believe that abilities are fixed—are less likely to flourish than those with a growth mindset—those who believe that abilities can be developed. Mindset reveals how great parents, teachers, managers, and athletes can put this idea to use to foster outstanding accomplishment. In this edition, Dweck offers new insights into her now famous and broadly embraced concept. She introduces a phenomenon she calls false growth mindset and guides people toward adopting a deeper, truer growth mindset. She also expands the mindset concept beyond the individual, applying it to the cultures of groups and organizations. With the right mindset, you can motivate those you lead, teach, and love—to transform their lives and your own.


Irresistible

Irresistible

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  • Author: Adam Alter
  • Publisher: Penguin
  • ISBN: 0735222843
  • Category : Social Science
  • Languages : en
  • Pages : 370

“Irresistible is a fascinating and much needed exploration of one of the most troubling phenomena of modern times.” —Malcolm Gladwell, author of New York Times bestsellers David and Goliath and Outliers “One of the most mesmerizing and important books I’ve read in quite some time. Alter brilliantly illuminates the new obsessions that are controlling our lives and offers the tools we need to rescue our businesses, our families, and our sanity.” —Adam Grant, New York Times bestselling author of Originals and Give and Take Welcome to the age of behavioral addiction—an age in which half of the American population is addicted to at least one behavior. We obsess over our emails, Instagram likes, and Facebook feeds; we binge on TV episodes and YouTube videos; we work longer hours each year; and we spend an average of three hours each day using our smartphones. Half of us would rather suffer a broken bone than a broken phone, and Millennial kids spend so much time in front of screens that they struggle to interact with real, live humans. In this revolutionary book, Adam Alter, a professor of psychology and marketing at NYU, tracks the rise of behavioral addiction, and explains why so many of today's products are irresistible. Though these miraculous products melt the miles that separate people across the globe, their extraordinary and sometimes damaging magnetism is no accident. The companies that design these products tweak them over time until they become almost impossible to resist. By reverse engineering behavioral addiction, Alter explains how we can harness addictive products for the good—to improve how we communicate with each other, spend and save our money, and set boundaries between work and play—and how we can mitigate their most damaging effects on our well-being, and the health and happiness of our children. Adam Alter's previous book, Drunk Tank Pink: And Other Unexpected Forces that Shape How We Think, Feel, and Behave is available in paperback from Penguin.


The Age of Surveillance Capitalism

The Age of Surveillance Capitalism

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  • Author: Shoshana Zuboff
  • Publisher: PublicAffairs
  • ISBN: 1610395700
  • Category : Business & Economics
  • Languages : en
  • Pages : 683

The challenges to humanity posed by the digital future, the first detailed examination of the unprecedented form of power called "surveillance capitalism," and the quest by powerful corporations to predict and control our behavior. In this masterwork of original thinking and research, Shoshana Zuboff provides startling insights into the phenomenon that she has named surveillance capitalism. The stakes could not be higher: a global architecture of behavior modification threatens human nature in the twenty-first century just as industrial capitalism disfigured the natural world in the twentieth. Zuboff vividly brings to life the consequences as surveillance capitalism advances from Silicon Valley into every economic sector. Vast wealth and power are accumulated in ominous new "behavioral futures markets," where predictions about our behavior are bought and sold, and the production of goods and services is subordinated to a new "means of behavioral modification." The threat has shifted from a totalitarian Big Brother state to a ubiquitous digital architecture: a "Big Other" operating in the interests of surveillance capital. Here is the crucible of an unprecedented form of power marked by extreme concentrations of knowledge and free from democratic oversight. Zuboff's comprehensive and moving analysis lays bare the threats to twenty-first century society: a controlled "hive" of total connection that seduces with promises of total certainty for maximum profit -- at the expense of democracy, freedom, and our human future. With little resistance from law or society, surveillance capitalism is on the verge of dominating the social order and shaping the digital future -- if we let it.


Games

Games

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  • Author: C. Thi Nguyen
  • Publisher:
  • ISBN: 0190052082
  • Category : Games & Activities
  • Languages : en
  • Pages : 253

Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.


The New Science of Learning

The New Science of Learning

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  • Author: Terry Doyle
  • Publisher: Stylus Publishing (VA)
  • ISBN: 9781620360088
  • Category : Brain
  • Languages : en
  • Pages : 0

Explains the latest neurological research in the science of learning, stressing the brain's need for sleep, exercise, and focused attention in its processing of new information and creation of memories.