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Book The Effects of Gamification on Motivation and Performance

Download or read book The Effects of Gamification on Motivation and Performance written by Anna Faust and published by Springer Nature. This book was released on 2021-08-24 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.

Book The Effects of Gamification on Motivation and Performance

Download or read book The Effects of Gamification on Motivation and Performance written by Anna Faust and published by Springer Gabler. This book was released on 2021-08-25 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.

Book The Effects of Gamification on Motivation and Performance

Download or read book The Effects of Gamification on Motivation and Performance written by Anna Faust and published by . This book was released on 2021 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme. About the author Anna Faust worked as a research assistant at the Chair of Accounting and Management Control at the Technical University Berlin. Her research focuses on digitalized performance and incentive systems. Beforehand, she worked as a consultant in a strategic management consultancy with a focus on risk assessment and process optimization.

Book Gamify

    Book Details:
  • Author : Biran Burke
  • Publisher : Routledge
  • Release : 2016-10-14
  • ISBN : 1351861778
  • Pages : 136 pages

Download or read book Gamify written by Biran Burke and published by Routledge. This book was released on 2016-10-14 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.

Book Gamification in Education and Business

Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2014-11-22 with total page 710 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Gamification

    Book Details:
  • Author : Stefan Stieglitz
  • Publisher : Springer
  • Release : 2016-10-04
  • ISBN : 3319455575
  • Pages : 164 pages

Download or read book Gamification written by Stefan Stieglitz and published by Springer. This book was released on 2016-10-04 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Book Higher Education for All  From Challenges to Novel Technology Enhanced Solutions

Download or read book Higher Education for All From Challenges to Novel Technology Enhanced Solutions written by Alexandra I. Cristea and published by Springer. This book was released on 2018-08-03 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.

Book Smart Learning Environments

Download or read book Smart Learning Environments written by Maiga Chang and published by Springer. This book was released on 2014-09-05 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Book Actionable Gamification

    Book Details:
  • Author : Yu-kai Chou
  • Publisher : Packt Publishing Ltd
  • Release : 2019-12-03
  • ISBN : 183921077X
  • Pages : 500 pages

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book Computers as Mindtools for Schools

Download or read book Computers as Mindtools for Schools written by David H. Jonassen and published by Prentice Hall. This book was released on 2000 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a thorough explanation of MindtoolsM197>alternative ways of using computer applications to engage learners in constructive, higher-order thinking about specific areas of study. It presents a rationale for using these tools, discusses individual Mindtools and their use, and suggests effective ways to teach with each Mindtool. Weaves a critical thinking framework throughout the text. Expands coverage of systems modeling tools with new sections on analysis and reasoning. Adds an entirely new section of the book, which includes chapters on intentional information searching via Internet and visualization tools. For educators and school administrators.

Book Gamification by Design

    Book Details:
  • Author : Gabe Zichermann
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2011-08
  • ISBN : 1449397670
  • Pages : 211 pages

Download or read book Gamification by Design written by Gabe Zichermann and published by "O'Reilly Media, Inc.". This book was released on 2011-08 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

Book Gamification  Concepts  Methodologies  Tools  and Applications

Download or read book Gamification Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Book Gamification and Advanced Technology to Enhance Motivation in Education

Download or read book Gamification and Advanced Technology to Enhance Motivation in Education written by Faraón Llorens-Largo and published by . This book was released on 2020-09-24 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book, entitled "Gamification and Advanced Technology to Enhance Motivation in Education", contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.

Book Digital Game Based Learning

Download or read book Digital Game Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Book Gamification for Tourism

Download or read book Gamification for Tourism written by Feifei Xu and published by Channel View Publications. This book was released on 2021-05-10 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Book HCI in Business  Government  and Organizations

Download or read book HCI in Business Government and Organizations written by Fiona Fui-Hoon Nah and published by Springer. This book was released on 2018-07-09 with total page 792 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Conference on HCI in Business, Government and Organizations, HCIBGO 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA. The 1171 full papers and 160 posters presented at the 14 co-located HCII 2018 conferences were carefully reviewed and selected from a total of 4346 submissions. The papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The papers included in this volume cover the following topics: information systems in business; electronic commerce and consumer behavior; social media and social communities in business; social innovation; and business analytics and visualization.