For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact
"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION...."-Daniel H. Pink, Author, DriveWhy can't life-and business-be fun?For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For...
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Format: | Elektronisch E-Book |
Sprache: | English |
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Philadelphia
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[2020]
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Online-Zugang: | FAW01 FAB01 FCO01 FHA01 FKE01 FLA01 UPA01 UBG01 Volltext |
Zusammenfassung: | "A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION...."-Daniel H. Pink, Author, DriveWhy can't life-and business-be fun?For thousands of years, we've 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 isn't fun and games by any means. It's 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 |
Beschreibung: | Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023) |
Beschreibung: | 1 Online-Ressource (152 Seiten) |
ISBN: | 9781613631041 |
DOI: | 10.9783/9781613631041 |
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spelling | Werbach, Kevin Verfasser aut 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 Philadelphia University of Pennsylvania Press [2020] © 2020 1 Online-Ressource (152 Seiten) txt rdacontent c rdamedia cr rdacarrier Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023) "A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION...."-Daniel H. Pink, Author, DriveWhy can't life-and business-be fun?For thousands of years, we've 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 isn't fun and games by any means. It's 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 In English BUSINESS & ECONOMICS / Management bisacsh Games Psychological aspects Gamification Incentives in industry Marketing Social aspects Success in business Hunter, Dan Sonstige oth https://doi.org/10.9783/9781613631041?locatt=mode:legacy Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Werbach, Kevin For the Win, Revised and Updated Edition The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact BUSINESS & ECONOMICS / Management bisacsh Games Psychological aspects Gamification Incentives in industry Marketing Social aspects Success in business |
title | For the Win, Revised and Updated Edition The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact |
title_auth | For the Win, Revised and Updated Edition The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact |
title_exact_search | For the Win, Revised and Updated Edition The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact |
title_exact_search_txtP | For the Win, Revised and Updated Edition The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact |
title_full | 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 |
title_fullStr | 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 |
title_full_unstemmed | 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 |
title_short | For the Win, Revised and Updated Edition |
title_sort | for the win revised and updated edition the power of gamification and game thinking in business education government and social impact |
title_sub | The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact |
topic | BUSINESS & ECONOMICS / Management bisacsh Games Psychological aspects Gamification Incentives in industry Marketing Social aspects Success in business |
topic_facet | BUSINESS & ECONOMICS / Management Games Psychological aspects Gamification Incentives in industry Marketing Social aspects Success in business |
url | https://doi.org/10.9783/9781613631041?locatt=mode:legacy |
work_keys_str_mv | AT werbachkevin forthewinrevisedandupdatededitionthepowerofgamificationandgamethinkinginbusinesseducationgovernmentandsocialimpact AT hunterdan forthewinrevisedandupdatededitionthepowerofgamificationandgamethinkinginbusinesseducationgovernmentandsocialimpact |