World of Workcraft: Rediscovering Motivation and Engagement in the Digital WorkplaceResearch demonstrated some years ago that there is a strong positive correlation between ’play’, ’fun’ and organisational performance. More recently, organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. The practical application of gamification is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. In a nutshell, gamification is the concept of applying engaging elements of game theory to non-game applications. An example would be to create a game to learn something new for work. Companies need to embrace the idea of blending games with work. And in order for that to happen, gamification must have a basic knowledge base and skill set, as well as both theory and practical application of its core principles. Dale Roberts’s World of Workcraft provides the context and background to the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. He also provides guidance on how to (and how not to) introduce these concepts successfully. |
Så tycker andra - Skriv en recension
Vi kunde inte hitta några recensioner.
Innehåll
Progression | |
The Sandbox | |
DESIGNING FOR PEOPLE | |
Engagement Loops | |
The Purposeful Play Design Process | |
Andra upplagor - Visa alla
World of Workcraft: Rediscovering Motivation and Engagement in the Digital ... Mr Dale Roberts Begränsad förhandsgranskning - 2015 |
World of Workcraft: Rediscovering Motivation and Engagement in the Digital ... Dale Roberts Begränsad förhandsgranskning - 2016 |
World of Workcraft: Rediscovering Motivation and Engagement in the Digital ... Mr Dale Roberts Ingen förhandsgranskning - 2015 |
Vanliga ord och fraser
achieve activity agile Agile Manifesto align autonomy badges Bartle behaviour behavioural economics Blog cent challenges collaboration common computing Coonradt corporate creativity customers Dan Hunter Deci devices Duke Nukem Forever economic employees engagement experience extrinsic motivators Facebook feedback loop game designer game elements game mechanics gamers gamification gamified initiative Gartner global Google Grand Theft Auto Halo Honest Tea Huffington Post human motivation impact improve incentives individual inspired interaction intrinsic Killer Lazzaro leaderboards LinkedIn million Mission Roundup mobile narrative Nike+ organisation performance platform play player points Print progress Psychology purpose result reward Ryan score sellers sense Sept SimCity Simlish smartphone social Southwest Space Invaders story storytelling success SuperBetter there’s understand users video games wearable wellbeing What’s whilst workplace World of Warcraft Zamzee Zichermann zombie
