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For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, Dan Hunter, Kevin Werbach


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Автор: Dan Hunter, Kevin Werbach
Название:  For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact
ISBN: 9781613631461
Издательство: Mare Nostrum (Eurospan)
Классификация:

ISBN-10: 1613631464
Обложка/Формат: Hardback
Страницы: 152
Вес: 0.34 кг.
Дата издания: 2020-11-10
Язык: English
Размер: 216 x 140 x 13
Основная тема: Management & management techniques,Management: leadership & motivation, BUSINESS & ECONOMICS / Management,BUSINESS & ECONOMICS / Motivational
Подзаголовок: The power of gamification and game thinking in business, education, government, and social impact
Ссылка на Издательство: Link
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Поставляется из: Англии
Описание:

A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION….—Daniel H. Pink, Author, Drive
Why cant life—and business—be fun?
For thousands of years, weve created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life.
Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do.
Discover the successes—and failures—of organizations that are using gamification:
How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash.
The story of gamification isnt fun and games by any means. Its serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the guided missile of gamification to have people work and do things in ways that are against their self-interest.
This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.




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