Summary of The Gamification Revolution – [Review Keypoints and Take-aways]

Summary of The Gamification Revolution – [Review Keypoints and Take-aways] PDF Author: PenZen Summaries
Publisher: by Mocktime Publication
ISBN:
Category : Study Aids
Languages : en
Pages : 16

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Book Description
The summary of The Gamification Revolution – How Leaders Leverage Game Mechanics to Crush the Competition presented here include a short review of the book at the start followed by quick overview of main points and a list of important take-aways at the end of the summary. The Summary of The Gamification Revolution explains the many reasons why games are the solution to many of the most pressing issues that face modern businesses. Every company needs to incorporate some element of game play into its toolkit for a variety of reasons, including motivating employees to be more creative and engaging customers in the age of social media. The Gamification Revolution summary includes the key points and important takeaways from the book The Gamification Revolution by Gabe Zichermann and Joselin Linder. Disclaimer: 1. This summary is meant to preview and not to substitute the original book. 2. We recommend, for in-depth study purchase the excellent original book. 3. In this summary key points are rewritten and recreated and no part/text is directly taken or copied from original book. 4. If original author/publisher wants us to remove this summary, please contact us at [email protected].

Summary of The Gamification Revolution – [Review Keypoints and Take-aways]

Summary of The Gamification Revolution – [Review Keypoints and Take-aways] PDF Author: PenZen Summaries
Publisher: by Mocktime Publication
ISBN:
Category : Study Aids
Languages : en
Pages : 16

Get Book Here

Book Description
The summary of The Gamification Revolution – How Leaders Leverage Game Mechanics to Crush the Competition presented here include a short review of the book at the start followed by quick overview of main points and a list of important take-aways at the end of the summary. The Summary of The Gamification Revolution explains the many reasons why games are the solution to many of the most pressing issues that face modern businesses. Every company needs to incorporate some element of game play into its toolkit for a variety of reasons, including motivating employees to be more creative and engaging customers in the age of social media. The Gamification Revolution summary includes the key points and important takeaways from the book The Gamification Revolution by Gabe Zichermann and Joselin Linder. Disclaimer: 1. This summary is meant to preview and not to substitute the original book. 2. We recommend, for in-depth study purchase the excellent original book. 3. In this summary key points are rewritten and recreated and no part/text is directly taken or copied from original book. 4. If original author/publisher wants us to remove this summary, please contact us at [email protected].

The Wise Company

The Wise Company PDF Author: Ikujirō Nonaka
Publisher: Oxford University Press, USA
ISBN: 0190497009
Category : Business & Economics
Languages : en
Pages : 305

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Book Description
From knowledge to wisdom -- The foundations of knowledge practice -- Towards a model of knowledge creation and practice -- Judging goodness -- Grasping the essence -- Creating Ba -- Communicating the essence -- Exercising "political" power -- Fostering practical wisdom in others -- Epilogue

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

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Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Rejection Proof

Rejection Proof PDF Author: Jia Jiang
Publisher: Harmony
ISBN: 0804141398
Category : Business & Economics
Languages : en
Pages : 242

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Book Description
The inspiring, relatable, and sometimes outrageous true story of how one man used 100 days of rejection therapy to overcome fear and dare to live more boldly “Rejection Proof smashes fear in the face with a one-two punch. You’ll laugh out loud at Jia’s crazy social experiments, but you’ll also go away thinking differently about what you can accomplish.”—Chris Guillebeau, New York Times bestselling author of The Happiness Pursuit Jia Jiang’s TEDx Talk, “What I learned from 100 days of rejection,” has amassed over ten million views! Jia Jiang came to the United States with the dream of being the next Bill Gates. But despite early success in the corporate world, his first attempt to pursue his entrepreneurial dream ended in rejection. Jia was crushed and spiraled into a period of deep self-doubt. Jia realized that his fear of rejection was a bigger obstacle than any single rejection would ever be; he needed to find a way to cope with being told “no” that wouldn’t destroy him. Inspired by rejection therapy, which uses similar modalities as exposure therapy to desensitize you to the effects of being rejected, he undertook the “100 days of rejection” experiment, during which he willfully sought out rejection on a daily basis—from requesting a lesson in sales from a car salesman (no) to asking a flight attendant if he could make an announcement on the loud speaker (yes) to his famous request to get Krispy Kreme donuts in the shape of Olympic rings (yes, with a viral video to prove it). Over the course of one hundred rejection attempts, Jia realized that even the most preposterous wish might be granted if you ask the right way. He learned the secrets to making successful requests, tactics for picking the right people to approach at the right time, and strategies for converting an initial no into something positive. More important, Jia discovered ways to steel himself against rejection and live more fearlessly—skills that can’t be derailed by a single setback. The changes Jia experienced from his rejection therapy experiment went far beyond becoming more successful in business; he realized that he could apply these techniques to get more out of his relationships with friends, family, and even casual encounters with strangers. Filled with great stories and valuable insight, Rejection Proof shares the secrets of Jia’s rejection journey, distilling each lesson into a strategy that can be used in any negotiation or pitch.

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487

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Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

Too Big to Ignore

Too Big to Ignore PDF Author: Phil Simon
Publisher: John Wiley & Sons
ISBN: 1119217849
Category : Business & Economics
Languages : en
Pages : 256

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Book Description
Residents in Boston, Massachusetts are automatically reporting potholes and road hazards via their smartphones. Progressive Insurance tracks real-time customer driving patterns and uses that information to offer rates truly commensurate with individual safety. Google accurately predicts local flu outbreaks based upon thousands of user search queries. Amazon provides remarkably insightful, relevant, and timely product recommendations to its hundreds of millions of customers. Quantcast lets companies target precise audiences and key demographics throughout the Web. NASA runs contests via gamification site TopCoder, awarding prizes to those with the most innovative and cost-effective solutions to its problems. Explorys offers penetrating and previously unknown insights into healthcare behavior. How do these organizations and municipalities do it? Technology is certainly a big part, but in each case the answer lies deeper than that. Individuals at these organizations have realized that they don't have to be Nate Silver to reap massive benefits from today's new and emerging types of data. And each of these organizations has embraced Big Data, allowing them to make astute and otherwise impossible observations, actions, and predictions. It's time to start thinking big. In Too Big to Ignore, recognized technology expert and award-winning author Phil Simon explores an unassailably important trend: Big Data, the massive amounts, new types, and multifaceted sources of information streaming at us faster than ever. Never before have we seen data with the volume, velocity, and variety of today. Big Data is no temporary blip of fad. In fact, it is only going to intensify in the coming years, and its ramifications for the future of business are impossible to overstate. Too Big to Ignore explains why Big Data is a big deal. Simon provides commonsense, jargon-free advice for people and organizations looking to understand and leverage Big Data. Rife with case studies, examples, analysis, and quotes from real-world Big Data practitioners, the book is required reading for chief executives, company owners, industry leaders, and business professionals.

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration PDF Author: Mary Scannell
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240

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Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

The New Science of Learning

The New Science of Learning PDF Author: Terry Doyle
Publisher: Stylus Publishing (VA)
ISBN: 9781620360088
Category : Brain
Languages : en
Pages : 0

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Book Description
Explains the latest neurological research in the science of learning, stressing the brain's need for sleep, exercise, and focused attention in its processing of new information and creation of memories.

Digital and Social Media Marketing

Digital and Social Media Marketing PDF Author: Nripendra P. Rana
Publisher: Springer Nature
ISBN: 3030243745
Category : Business & Economics
Languages : en
Pages : 337

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Book Description
This book examines issues and implications of digital and social media marketing for emerging markets. These markets necessitate substantial adaptations of developed theories and approaches employed in the Western world. The book investigates problems specific to emerging markets, while identifying new theoretical constructs and practical applications of digital marketing. It addresses topics such as electronic word of mouth (eWOM), demographic differences in digital marketing, mobile marketing, search engine advertising, among others. A radical increase in both temporal and geographical reach is empowering consumers to exert influence on brands, products, and services. Information and Communication Technologies (ICTs) and digital media are having a significant impact on the way people communicate and fulfil their socio-economic, emotional and material needs. These technologies are also being harnessed by businesses for various purposes including distribution and selling of goods, retailing of consumer services, customer relationship management, and influencing consumer behaviour by employing digital marketing practices. This book considers this, as it examines the practice and research related to digital and social media marketing.