Can Gamification Close the Engagement Gap of Generation Y?

Can Gamification Close the Engagement Gap of Generation Y? PDF Author: Avo Schönbohm
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832538488
Category : Business & Economics
Languages : en
Pages : 130

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Book Description
Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.

Can Gamification Close the Engagement Gap of Generation Y?

Can Gamification Close the Engagement Gap of Generation Y? PDF Author: Avo Schönbohm
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832538488
Category : Business & Economics
Languages : en
Pages : 130

Get Book

Book Description
Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.

The Gamification of Work

The Gamification of Work PDF Author: Emmanuelle Savignac
Publisher: John Wiley & Sons
ISBN: 1786301237
Category : Business & Economics
Languages : en
Pages : 212

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Book Description
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.

Talent Management Innovations in the International Hospitality Industry

Talent Management Innovations in the International Hospitality Industry PDF Author: Stefan Jooss
Publisher: Emerald Group Publishing
ISBN: 1800713061
Category : Business & Economics
Languages : en
Pages : 208

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Book Description
Talent Management Innovations in the International Hospitality Industry explores a wide range of subjects within the talent management field, including employer branding, creative talent, talent pools, and mentoring initiatives, along with a focus on talent identification, development, and retention.

Gamification for Tourism

Gamification for Tourism PDF Author: Feifei Xu
Publisher: Channel View Publications
ISBN: 1845418247
Category : Business & Economics
Languages : en
Pages : 278

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Book Description
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

The Kids are Alright

The Kids are Alright PDF Author: John C. Beck
Publisher: Harvard Business Press
ISBN: 9781422166499
Category : Business & Economics
Languages : en
Pages : 228

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Book Description
Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.

Citizen Science for Future Generations

Citizen Science for Future Generations PDF Author: Reuven Yosef
Publisher: Frontiers Media SA
ISBN: 2889745511
Category : Science
Languages : en
Pages : 145

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Book Description


Generations and Collective Memory

Generations and Collective Memory PDF Author: Amy Corning
Publisher: University of Chicago Press
ISBN: 022628283X
Category : Social Science
Languages : en
Pages : 269

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Book Description
When discussing large social trends or experiences, we tend to group people into generations. But what does it mean to be part of a generation, and what gives that group meaning and coherence? It's collective memory, say Amy Corning and Howard Schuman, and in Generations and Collective Memory, they draw on an impressive range of research to show how generations share memories of formative experiences, and how understanding the way those memories form and change can help us understand society and history. Their key finding—built on historical research and interviews in the United States and seven other countries (including China, Japan, Germany, Lithuania, Russia, Israel, and Ukraine)—is that our most powerful generational memories are of shared experiences in adolescence and early adulthood, like the 1963 Kennedy assassination for those born in the 1950s or the fall of the Berlin Wall for young people in 1989. But there are exceptions to that rule, and they're significant: Corning and Schuman find that epochal events in a country, like revolutions, override the expected effects of age, affecting citizens of all ages with a similar power and lasting intensity. The picture Corning and Schuman paint of collective memory and its formation is fascinating on its face, but it also offers intriguing new ways to think about the rise and fall of historical reputations and attitudes toward political issues.

Gamification Mindset

Gamification Mindset PDF Author: Ole Goethe
Publisher: Springer
ISBN: 3030110788
Category : Computers
Languages : en
Pages : 138

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Book Description
This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.

The Technology Acceptance Model

The Technology Acceptance Model PDF Author: Fred D. Davis
Publisher: Springer Nature
ISBN: 3030452743
Category :
Languages : en
Pages : 125

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Book Description


When Generations Collide

When Generations Collide PDF Author: Lynne C. Lancaster
Publisher: Harper Collins
ISBN: 0061755893
Category : Business & Economics
Languages : en
Pages : 386

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Book Description
If your workplace feels like a battle zone and colleagues sometimes act like adversaries, you ore not alone. Today four generations glare at one another across the conference table, and the potential for conflict and confusion has never been greater. Traditionalist employees with their "heads down, onward and upward" attitude live out a work ethic shaped during the Great Depression. Eighty million Baby Boomers vacillate between their overwhelming need to succeed and their growing desire to slow down and enjoy life. Generation Xers try to prove themselves constantly yet dislike the image of being overly ambitious, disrespectful, and irreverent. Millennials, new to the workforce, mix savvy with social conscience and promise to further change the business landscape. This insightful book provides hands-on methods to close the generation gaps. With effective tools to recruit, retain, motivate, and manage each generation, you can now create teamwork, not war, in today's highperformance workplace . . . where at any age, productivity is what counts.