Download or read book Game On Reinventing Organizational Culture with Gamification written by Arthur Carmazzi and published by . This book was released on 2020-09-25 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game On - Reinventing Organizational Culture with Gamification The Definition of Work Gamification: "The Systematic facilitation of helping team members combine measurement, motivational psychology, and basic fun in existing or improved Work Processes or Activities, with the objective of fostering desired behaviors and results".Game On shares research, case studies and step by step processes that will take you on a fun journey of culture evolution success while impacting your teams' innovation and lives. And with Pandemic ready strategies, you can easily start getting results immediately WHAT EXPERTS SAY "The reinvention of organizational culture to build positive lasting change where people enjoy work, find meaning and purpose in work, and support others to do the same. But GAME ON, takes it a step further so that we not only cultivate a happier more productive work environment but also a fun one." Dr Marshal Goldsmith, New York Times best selling author of "MOJO" and "What Got You Here Won't Get You There" "A revolution in Culture Change, Arthur's Gamification research make it easy and fun to achieve visible engagement and innovation in a short time, and with the step by step virtual implementation, this is a must get book for current times. A must read!" Chester Elton, Best-Selling author of "All In" and "Leading With Gratitude" "Game On is a timely book, providing proven tools and techniques to make working together more fun. This is vital in the world today, when new learning, greater joy, and better collaboration are keys to your success." Ron Kaufman, New York Times bestselling author of "Uplifting Service" "This book is a "game changer" in the new normal, it expands on the emotional and motivational foundations of passion at work with practical and fun strategies that can truly redefine an organizational culture." Louis Carter, Bestselling author of In "Great Company", pioneer of the emotional connectedness at work movement, and CEO of The Best Practicess Institute "Game On' is an enlightening set of strategies and research on human behavior and how work and results can be fun. It's an exciting book that's fun to read and extremely practical. I highly recommend this for any sized organization that seeks to enhance its bottom line and the people that fuels its growth." Greg Williams, The Master Negotiator, Body Language Expert Filled with engaging stories and examples, Game On will have you and your team members looking at the combination of work and fun in a whole new way! An easy yet highly useful read, this is one of those books that should be on every leader's bookshelf.." Brenda Bence, Thinkers50 World Leader in Coaching, Top 10 Professional Coach and #1 Branding Guru by GlobalGurus, Bestselling author to the book page What you will get in this book Setting up the Game board of The New Organizational Culture objective How the PFB (Post Facebook) Era has Changed the Game Rules Technology vs. Humanity Entering the Realm of The Psychology of FUN Bonus Round for Climbing the Tower of Trust The Secret Amulet of "Measure Everything" Reaching the Higher Levels of Performance The Digital Transformation Pre-Formation Choosing the Leader Avatar - Can you Measure Up? Messing with the Game Mechanics to WIN Achieving the Ultimate Organizational Culture Pandemic Ready Culture Gamification Strategies
Download or read book Looptail written by Bruce Poon Tip and published by Business Plus. This book was released on 2013-09-17 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book combines an extraordinary first-person account of an entrepreneurial instinct to start and develop a highly-successful international travel adventure company and reveals unusual management secrets that not only keep employees fully engaged but also keep customers extremely happy. After being fired from McDonald's as a teenager, Poon Tip decided that if he wanted to be successful in life, he would need to be self employed. To do that, he started G Adventures in 1990 with financing based upon his maxed-out credit cards. But the results were startling: people loved going on vacations to exotic spots around the world where they dealt wtih adventure and action. G Adventures is not for the faint of heart - it's for people who want to get away AND have memories to cherish for a lifetime. What makes G Adventures so successful? Poon Tip has created an entirely new and refreshing approach to management, which is related in LOOPTAIL. In his company, there's no CEO - but there is a company Mayor. There is no HR dept - but there is a Talent Agency and a company Culture Club. Poon Tip even offers any employee a check for $5,000 if he or she can actually hurt his feelings with less than positive feedback about the company and how it's being run, So far, nobody has claimed the prize.
Download or read book Gamification of Life and the Gaming Society written by Fabian Arlt and published by Springer Nature. This book was released on 2023-11-22 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.
Download or read book Proceedings of the 3rd International Conference on Reinventing Business Practices Start Ups and Sustainability ICRBSS 2023 written by Meena Rani Nimmagadda and published by Springer Nature. This book was released on 2024 with total page 1000 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zusammenfassung: This is an open access book. About the ICRBSS-2023 International Conference on Reinventing Business Practices, Start-ups, and Sustainability-Responsible Consumption and Production- ICRBSS 2023 brings together scholars, researchers, educators, and professionals from around the world to discuss the latest trends, challenges, and opportunities in the spheres of businesses, regulatory environment, consumer groups, advocacy agencies and the environment at large. The sub-theme of the conference this year- Responsible Consumption and Production is the 12th goal of the UN Sustainable Development Goals. The conference provides a platform for industry experts, policymakers, and the academic fraternity to share their experiences and insights. The sessions are designed to promote interaction among participants through keynote speaker sessions, panel discussions, presentations, and the like
Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Download or read book A Casual Revolution written by Jesper Juul and published by MIT Press. This book was released on 2012-02-10 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
Download or read book Rethinking Gamification written by Mathias Fuchs and published by Meson Press Eg. This book was released on 2014 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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!
Download or read book With Design Reinventing Design Modes written by Gerhard Bruyns and published by Springer Nature. This book was released on 2022-11-05 with total page 3580 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection stems from the International Association of Societies of Design Research (IASDR) congress in 2021, promoting the research of design in its many fields of application. Today's design finds itself at a critical moment where the conventional ‘modes’ of doing, thinking and application are increasingly challenged by the troubled ideology of globalisation, climate change, migration patterns and the rapid restructuring of locally driven manufacturing sectors. The volume presents a selection of papers on state-of-the-art design research work. As rapid technological development has been pushing and breaking new ground in society, the broad field of design is facing many unprecedented changes. In combination with the environmental, cultural, technological, and, crucially, pandemic transitions, design at large is called to fundamentally alter its modes of practice. Beyond the conventional models of conducting research, or developing solutions to ‘wicked’ problems, the recoupling of design with different modes should be seen as an expression to embrace other capacities of thinking, criticisms and productions. This selection of proceedings papers delivers the latest insights into design from a multitude of perspectives, as reflected in the eight thematic modes of the congress ; i.e., [social] , [making] , [business] , [critical], [historical/projective], [impact], [pandemic], and [alternative] with design modes. The book benefits design researchers from both academia and industry who are interested in the latest design research results, as well as in innovative design research methods. In presenting an interesting corpus of design case studies as well as studies of design impact, this comprehensive collection is of relevance to design theorists and students, as well as scholars in related fields seeking to understand how design plays a critical role in their respective domains.
Download or read book ECEL 2020 19th European Conference on e Learning written by Prof. Dr.-Ing. Carsten Busc, and published by Academic Conferences International Limited. This book was released on 2020-10-29 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Designing Gamified Systems written by Sari Gilbert and published by CRC Press. This book was released on 2015-08-11 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.
Download or read book Freedom at Work written by Traci Fenton and published by BenBella Books. This book was released on 2022-03-01 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the leadership strategy for unlocking your team’s greatness. Whether it shows up as stress, top-down leadership styles, drama, or uncertainty, fear kills good decision-making, dampens morale, lowers employee engagement, and hurts bottom-line growth. The good news is that there’s an antidote: Freedom at Work. In this groundbreaking book, Traci Fenton brings together decades of original research, based on her team’s work with hundreds of top companies around the world, such as The WD-40 Company, Mindvalley, DaVita, Menlo Innovations, Zappos, HCL Technologies, and more, revealing the proven pathway to leadership success. This powerful strategy will benefit any leader at any level in any type of organization, from entrepreneurs to mid-level managers to the C-suite. Freedom at Work is based on three key pillars: • Freedom-Centered Mindset: Break through limitations, make better decisions, and act with clarity and confidence • Freedom-Centered Leadership: Lead yourself and others from a place of freedom rather than fear • Freedom-Centered Design: Develop a world-class culture based on the 10 Principles of Organizational Democracy Freedom at Work is a revolutionary guide that will help make any organization high-performing and highly profitable, while creating a culture people love. This book will help passionate leaders weave freedom and democracy into our global tapestry through the way they run their teams and organizations—ultimately transforming our world for the better.
Download or read book The 6 Dimensions of Top Achievers written by Arthur F. Carmazzi and published by . This book was released on 2002 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Life Is a Choice and the Choice Is Yours written by Rhiannon Rees and published by Partridge Publishing Singapore. This book was released on 2015-08-27 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Did you know that the subconscious mind makes decisions up to fifteen times faster than the conscious mind? Imagine accessing and willfully harnessing that level of power! What would you do with it? In this book, Rhiannon throws ego in the doghouse and invites ten leading world specialists to generously share with you what they have learned over a lifetime. All so that you too can be happy! Gain precious wisdom from Alistair Horscroft, star of the The Life Guru. From cultural expert and sublime storyteller, Jeremy Yongurra Donovan, who has shared stages with Louise Hay and Eckhart Tolle. Learn through his extraordinary tale how accessible it is to discover the light burning inside us. This book is a firecracker! Designed to explode all the myths that hold you back and set fire to the false paradigm that dreams are to be dismissed, a warehouse of tips and information that will help you to harness your happiness, walk in the direction of your dreams, and set yourself free! Life is a choice and the choice is yours. The only thing you need to ask yourself is, are you ready for this kind of success?
Download or read book Gamification Based E Learning Strategies for Computer Programming Education written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2016-08-23 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
Download or read book Gamification written by Stefan Stieglitz and published by Springer. This book was released on 2016-10-04 with total page 166 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.
Download or read book Recent Advances in Computing Sciences written by Sophiya Sheikh and published by CRC Press. This book was released on 2023-12-21 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 1st International Conference on Recent Advances in Computing Sciences (RACS-2022) organized by the School of Computer Application, Lovely Professional University, Jalandhar, Punjab from 4th to 5th November, 2022. The conference focuses on discussing issues, exchanging ideas, and the most recent innovations towards the advancement of research in the field of Computing Sciences and Technology. All technical sessions were predominantly related to Data Science, Artificial Intelligence, Remote Sensing, Image Processing, Computer Vision, Data Forensics, Cyber Security, Computational Sciences, Simulation & Modelling, Business Analytics, and Machine Learning. The main objective of this conference is to provide a common platform for academia and industry to discuss various technological challenges and share cognitive thoughts. It provided a thought-provoking platform to discuss and disseminate novel solutions for real-world problems in a dynamic and changing technological environment. The main success of RACS-2022 is to give an opportunity for the participants to enhance their knowledge of recent computing technologies.