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Business of gamification, 


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Название:  Business of gamification
ISBN: 9781138340145
Издательство: Taylor&Francis
Классификация:



ISBN-10: 1138340146
Обложка/Формат: Paperback
Страницы: 252
Вес: 0.36 кг.
Дата издания: 06.08.2018
Серия: Routledge advances in management and business studies
Язык: English
Иллюстрации: 1 tables, black and white; 2 line drawings, black and white; 2 halftones, black and white
Размер: 152 x 228 x 22
Читательская аудитория: Undergraduate
Ключевые слова: Market research, BUSINESS & ECONOMICS / Industries / Computers & Information Technology,BUSINESS & ECONOMICS / Marketing / General,GAMES / General
Подзаголовок: A critical analysis
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Поставляется из: Европейский союз
Описание:

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.




Gamification and Games in Market Research: Increasing Consumer Engagement in Research for Business Success

Автор: Adamou Betty
Название: Gamification and Games in Market Research: Increasing Consumer Engagement in Research for Business Success
ISBN: 0749483350 ISBN-13(EAN): 9780749483357
Издательство: Неизвестно
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Цена: 9378.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Create intrinsic engagement in the research sphere through gamification; exploit existing and emerging technologies, and glean better-quality, untapped data that cannot be obtained through traditional surveying methods.

The Gamification of Higher Education

Автор: N. Niman
Название: The Gamification of Higher Education
ISBN: 1349464120 ISBN-13(EAN): 9781349464128
Издательство: Springer
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Цена: 12577.00 р.
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Описание: Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.

How gamification can help your business engage in sustainability

Автор: Owen, Paula
Название: How gamification can help your business engage in sustainability
ISBN: 1909293393 ISBN-13(EAN): 9781909293397
Издательство: Taylor&Francis
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Цена: 5205.00 р.
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Описание: Virtually unknown just a few years ago, gamification is fast emerging as a user engagement and behavior change tool that succeeds where other tactics and strategies have failed. It's the business tech trend to watch, and is already being tested in a diverse range of sectors. Not only useful for strengthening communication and engagement and as a potent behavior change agent, it is also being advocated as a uniquely effective tool for stimulating innovative thinking and new ideas. In the environmental sector, eco-gamification is showing early promise in sustainable transport, employee engagement, energy and recycling, and its potential for other sectors is clear.

This DoShort contains all the information businesses and other organizations need to make an informed decision about whether to adopt gamification as part of their own business and sustainability strategies -- and the tools to get started. Owen's expert investigation outlines the latest theory, tactics and strategies, draws together emerging best practice and points to stand-out successes in the health and fitness, medical research, and financial sectors, as well as early successes in eco-gamification. Whether the people you are engaging are customers, citizens, employees, shareholders, executives or board members, if you're an organization concerned with enhancing environmental sustainability, and you want your efforts to make a real and lasting difference, this book is for you.

Gamify: How Gamification Motivates People to Do Extraordinary Things

Автор: Burke Brian
Название: Gamify: How Gamification Motivates People to Do Extraordinary Things
ISBN: 1937134857 ISBN-13(EAN): 9781937134853
Издательство: Taylor&Francis
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Цена: 3980.00 р.
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Описание: 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.


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