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Rethinking gamification, 


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Цена: 3494.00р.
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При оформлении заказа до: 2025-08-29
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Название:  Rethinking gamification
ISBN: 9783957960009
Классификация:


ISBN-10: 3957960002
Обложка/Формат: Paperback
Страницы: 346
Вес: 0.55 кг.
Дата издания: 16.06.2014
Язык: English
Размер: 158 x 235 x 21
Читательская аудитория: General (us: trade)
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Поставляется из: США


Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning

Автор: Henning Breuer, John Bessant, Sune Gudiksen
Название: Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning
ISBN: 3110725541 ISBN-13(EAN): 9783110725544
Издательство: Walter de Gruyter
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Цена: 6499.00 р.
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Описание:

Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation.

What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration.

Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators.

The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today.

  • An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship
  • Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems.
  • Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation.
  • 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games
  • Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers
  • Educational materials for teachers, trainers and game facilitators
Gamification: A Practical Guide for Librarians

Автор: McMunn-Tetangco Elizabeth
Название: Gamification: A Practical Guide for Librarians
ISBN: 1442279133 ISBN-13(EAN): 9781442279131
Издательство: Rowman & Littlefield Publishers
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Цена: 13728.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game elements into various aspects of library services. Attention is given to instruction, assessment, setting goals, and working with outside stakeholders, among other topics.

Perspectives and Practices of Gamification

Автор: Mageswaran Sanmugam
Название: Perspectives and Practices of Gamification
ISBN: 1685078060 ISBN-13(EAN): 9781685078065
Издательство: Nova Science
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Цена: 32312.00 р.
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Описание: This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This books chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the products development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification.

Gamification for Business: Why Innovators and Changemakers Use Games to Break Down Silos, Drive Engagement and Build Trust

Автор: Gudiksen Sune, Inlove Jake
Название: Gamification for Business: Why Innovators and Changemakers Use Games to Break Down Silos, Drive Engagement and Build Trust
ISBN: 0749487836 ISBN-13(EAN): 9780749487836
Издательство: Неизвестно
Цена: 13900.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Use games to drive engagement, collaboration and innovation in your business and improve organizational performance

Game it up!

Автор: Folmar, David
Название: Game it up!
ISBN: 1442253347 ISBN-13(EAN): 9781442253346
Издательство: Rowman & Littlefield Publishers
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Цена: 18797.00 р.
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Описание: Discover how you can utilize game design techniques to involve patrons and motivate staff in your library. This practical primer will walk you through how to incorporate game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how you can gamify the library experience.

Game It Up!: Using Gamification to Incentivize Your Library

Автор: Folmar David
Название: Game It Up!: Using Gamification to Incentivize Your Library
ISBN: 1442253355 ISBN-13(EAN): 9781442253353
Издательство: Rowman & Littlefield Publishers
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Цена: 10138.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Discover how you can utilize game design techniques to involve patrons and motivate staff in your library. This practical primer will walk you through how to incorporate game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how you can gamify the library experience.

Actionable Gamification: Beyond Points, Badges and Leaderboards

Автор: Chou Yu-Kai
Название: Actionable Gamification: Beyond Points, Badges and Leaderboards
ISBN: 1511744049 ISBN-13(EAN): 9781511744041
Издательство: Неизвестно
Цена: 3064.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes readers on a journey to learn his sixteen years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.

Gamification-based e-learning strategies for computer programming education /

Автор: Queiros, Ricardo Alexandre Peixoto de,
Название: Gamification-based e-learning strategies for computer programming education /
ISBN: 1522510346 ISBN-13(EAN): 9781522510345
Издательство: Turpin
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Цена: 29568.00 р.
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Описание: 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.

Gamification in education :

Автор: Information Resources Management Association
Название: Gamification in education :
ISBN: 1522551980 ISBN-13(EAN): 9781522551980
Издательство: Turpin
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Цена: 49526.00 р.
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Описание: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

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.
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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.

Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners

Автор: Matera Michael
Название: Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners
ISBN: 0986155500 ISBN-13(EAN): 9780986155505
Издательство: Неизвестно
Цена: 3717.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Gamification and Consumer Engagement: Creating Value in Context of ICT Development

Автор: Gatautis Rimantas, Banyte Jūrate, Vitkauskaite Elena
Название: Gamification and Consumer Engagement: Creating Value in Context of ICT Development
ISBN: 3030542076 ISBN-13(EAN): 9783030542078
Издательство: Springer
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Цена: 18167.00 р.
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Описание: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies.


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