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Rethinking Gamification

Author: Mathias Fuchs
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Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!


The Business of Gamification

Author: Mikolaj Dymek
Publisher: Taylor & Francis
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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.


Digitisation

Author: Gertraud Koch
Publisher: Routledge
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In recent years, digital technologies have become pervasive in academic and everyday life. This comprehensive volume covers a wide range of concepts for studying the new cultural dynamics that are evident as a result of digitisation. It considers how the cultural changes triggered by digitisation processes can be approached empirically. The chapters include carefully chosen examples and help readers from disciplines such as Anthropology, Sociology, Media Studies, and Science & Technology Studies to grasp digitisation theoretically as well as methodologically.


Research Handbook on Digital Transformations

Author: F. Xavier Olleros
Publisher: Edward Elgar Publishing
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The digital transition of our economies is now entering a phase of broad and deep societal impact. While there is one overall transition, there are many different sectoral transformations, from health and legal services to tax reports and taxi rides, as well as a rising number of transversal trends and policy issues, from widespread precarious employment and privacy concerns to market monopoly and cybercrime. They all are fertile ground for researchers, as established laws and regulations, organizational structures, business models, value networks and workflow routines are contested and displaced by newer alternatives. This Research Handbook offers a rich and interdisciplinary synthesis of some of the current thinking on the digital transformations underway.


eSports Yearbook 2015 16

Author: Tobias M. Scholz
Publisher: BoD – Books on Demand
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This year's issue contains several articles about eSports. This time there are more research articles included. The topics range from research about eSports spectatorship, the informal roles in Counter-Strike Teams, a potential reverse gamification effect, the chances of eSports being an Olympic discipline, the connection between League of Legend teams and the owning corporations, the ergonomics in eSports and the health perception of gamers, to the potential shift in FPS games. The book is a statement: eSports is not only booming in the business context but increasingly gains attention in research as well.


Gamification

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Publisher: Centro de Innovación BBVA
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The Gamification of Learning and Instruction

Author: Karl M. Kapp
Publisher: John Wiley & Sons
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"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--


Gamification in Business Innovation

Author: Fenja Franke
Publisher: BWV Verlag
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Fenja Franke & Avo Schönbohm Gamification in Business Innovation Quasi-Experimental Research Results on Gamified Idea Generation


The Leadership Mind Switch Rethinking How We Lead in the New World of Work

Author: D. A. Benton
Publisher: McGraw Hill Professional
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Lead your company to success in the New Industrial Revolution! The world of business has completely transformed in recent years—and the pace of change will only increase in coming years. But one thing remains the same: Quality leadership is the hinge on which the fate of every organization swings. The Leadership Mind Switch provides the critical lessons you need to lead your company in a fully globalized business world where radical technologies reign supreme. Debra Benton and Kylie Wright-Ford have helped some of today’s most top executives successfully position themselves and their companies for the future. Now, in this groundbreaking leadership guide, they share their insight with you. Learn how to effectively lead a workforce that: Is rich in demographic texture—representing as many as four different generations Has varying—and sometimes conflicting—expectations of the company Operates with different ideas about what success looks like Uses, approaches, and even understands technology in different ways The answers to these questions and many others are all here. You’ll learn how to be the kind of leader who is both firm in his or her decisions but maintains an air of approachability. You’ll learn how to drive high productivity while keeping your workers happy and satisfied in their jobs. And you’ll learn how to embrace new technologies without sacrificing the human touch—which is the hallmark of great leadership. It will take unprecedented levels of agility, confidence, and fearlessness to lead into the future. Make the leadership mind switch to seize the competitive edge now in order to drive profits and growth tomorrow.


Exploding the Castle

Author: Michael F. Young
Publisher: IAP
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Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K?12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive contributors to the complex and often political process of weaving together pedagogy, technology, and culture. This will involve agreeing that games—or, more specifically, game mechanics and the engagement in joyful learning that they engender—are not only critical for shaping online and classroom instruction but also the evolution of schooling as a whole. Likewise, it will involve a hard push beyond questions like “Are video games ‘good’ or ‘bad’ for education?” and “Are games ‘better’ for all students than traditional face?to?face teaching” to unpack how game experiences vary with individual learner goals as an interaction with the parameters of an educational environment. Simply put, we need to form a cohesive, compelling argument in support of the notion that games are entire learning ecologies in and of themselves. This edited volume is designed to anchor collective thinking with respect to the value?added nature of games for learning and the complexities involved in player experience, narrative context, and environmental?player interactions. As could be expected, we are not interested in debates about “gamification,” game violence, individual game quality, and other topics that have become standard fare in extant games literature. Instead, we seek to emphasize issues of scalability, the induction of player goal adoption, affordances of game?based instructional environments, relationships between play and transfer, and the value of games as part of an ecopsychological worldview. As long?time contributors in a field that has made a habit of playing it safe—pun intended—we seek to bring the dialogue in a more nuanced and meaningful direction that will reach teachers, researchers, designers, and players alike.


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