Game On - Reinventing Organizational Culture with Gamification

Game On - Reinventing Organizational Culture with Gamification
Author: Arthur Carmazzi
Publisher:
Total Pages: 208
Release: 2020-09-25
Genre:
ISBN:


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Game On - Reinventing Organizational Culture with Gamification The Definition of Work Gamification: "The Systematic facilitation of helping team members combine measurement, motivational psychology, and basic fun in existing or improved Work Processes or Activities, with the objective of fostering desired behaviors and results".Game On shares research, case studies and step by step processes that will take you on a fun journey of culture evolution success while impacting your teams' innovation and lives. And with Pandemic ready strategies, you can easily start getting results immediately WHAT EXPERTS SAY "The reinvention of organizational culture to build positive lasting change where people enjoy work, find meaning and purpose in work, and support others to do the same. But GAME ON, takes it a step further so that we not only cultivate a happier more productive work environment but also a fun one." Dr Marshal Goldsmith, New York Times best selling author of "MOJO" and "What Got You Here Won't Get You There" "A revolution in Culture Change, Arthur's Gamification research make it easy and fun to achieve visible engagement and innovation in a short time, and with the step by step virtual implementation, this is a must get book for current times. A must read!" Chester Elton, Best-Selling author of "All In" and "Leading With Gratitude" "Game On is a timely book, providing proven tools and techniques to make working together more fun. This is vital in the world today, when new learning, greater joy, and better collaboration are keys to your success." Ron Kaufman, New York Times bestselling author of "Uplifting Service" "This book is a "game changer" in the new normal, it expands on the emotional and motivational foundations of passion at work with practical and fun strategies that can truly redefine an organizational culture." Louis Carter, Bestselling author of In "Great Company", pioneer of the emotional connectedness at work movement, and CEO of The Best Practicess Institute "Game On' is an enlightening set of strategies and research on human behavior and how work and results can be fun. It's an exciting book that's fun to read and extremely practical. I highly recommend this for any sized organization that seeks to enhance its bottom line and the people that fuels its growth." Greg Williams, The Master Negotiator, Body Language Expert Filled with engaging stories and examples, Game On will have you and your team members looking at the combination of work and fun in a whole new way! An easy yet highly useful read, this is one of those books that should be on every leader's bookshelf.." Brenda Bence, Thinkers50 World Leader in Coaching, Top 10 Professional Coach and #1 Branding Guru by GlobalGurus, Bestselling author to the book page What you will get in this book Setting up the Game board of The New Organizational Culture objective How the PFB (Post Facebook) Era has Changed the Game Rules Technology vs. Humanity Entering the Realm of The Psychology of FUN Bonus Round for Climbing the Tower of Trust The Secret Amulet of "Measure Everything" Reaching the Higher Levels of Performance The Digital Transformation Pre-Formation Choosing the Leader Avatar - Can you Measure Up? Messing with the Game Mechanics to WIN Achieving the Ultimate Organizational Culture Pandemic Ready Culture Gamification Strategies

Gamification for Business

Gamification for Business
Author: Sune Gudiksen
Publisher: Kogan Page Publishers
Total Pages: 321
Release: 2018-12-03
Genre: Business & Economics
ISBN: 0749484330


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Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business. Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.

The Engagement Game

The Engagement Game
Author: Jamie Madigan
Publisher: Sourcebooks, Inc.
Total Pages: 67
Release: 2020-08-25
Genre: Business & Economics
ISBN: 1492697184


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What if all workplace cultures were as well-crafted as video games? Effective workplaces and popular video games have a lot in common. The things that make employees happier, more motivated, and more productive leverage the same underlying psychology that makes video games engaging, but sometimes the lessons for work are easier to see when presented in the context of play. The Engagement Game is a leadership and management book that shows how organizational culture and leadership can be super-charged by applying the same principles that video game designers apply when creating a new game. This quick, one-hour read will show you how to do this by blending industrial-organizational workplace psychology with insights on good video game design. This will help you become a better leader, manager, coach, and coworker. You don't have to be a hardcore gamer to benefit from this book. It is for anyone looking to create a positive work experience for their team. This book covers topics including: How games lay out their tasks, goals, and challenges so that they motivate people to do amazing things The ways in which games encourage problem solving and growth mindset Why expanding skills, building self-confidence, and finding opportunities to innovate feel so natural to those who play a lot of games How social information is framed in games so as to engender fruitful competition and cooperation What multiplayer games can tell us about building cohesive, high-performing teams How to create shared experiences and values that can craft a great organizational culture and shared expectations for the right kinds of behaviors Which is all to say that you could learn a lot from video games about how to be an effective leader and manager. Ready? Game on.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Author: Bernardes, Oscar
Publisher: IGI Global
Total Pages: 657
Release: 2022-01-28
Genre: Computers
ISBN: 1799892255


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Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Online Gaming and Playful Organization

Online Gaming and Playful Organization
Author: Harald Warmelink
Publisher: Routledge
Total Pages: 249
Release: 2014-02-03
Genre: Education
ISBN: 1135040249


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Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Transforming Society and Organizations through Gamification

Transforming Society and Organizations through Gamification
Author: Agnessa Spanellis
Publisher: Springer Nature
Total Pages: 386
Release: 2021-05-07
Genre: Business & Economics
ISBN: 3030682072


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Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

How Gamification Can Help Your Business Engage in Sustainability

How Gamification Can Help Your Business Engage in Sustainability
Author: Paula Owen
Publisher: Routledge
Total Pages: 70
Release: 2017-09-08
Genre: Business & Economics
ISBN: 1351275585


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Virtually unknown just a few years ago, gamification is fast emerging as a user engagement and behaviour change tool that succeeds where other tactics and strategies have failed. It's the new "business tech trend to watch", and is already being tested in a diverse range of sectors.Not only useful for strengthening communication and engagement and as a potent behaviour change agent, it is also being advocated as a uniquely effective tool for stimulating innovative thinking and new ideas. In the environmental sector, "eco-gamification" is showing early promise in sustainable transport, employee engagement, energy and recycling, and its potential for other sectors is clear.This book contains all the information businesses and other organizations need to make an informed decision about whether to adopt gamification as part of their own business and sustainability strategies – and the tools to get started. Owen's expert investigation outlines the latest theory, tactics and strategies, draws together emerging best practice and points to stand-out successes in the health and fitness, medical research, and financial sectors, as well as early successes in "eco-gamification".Whether the people you are engaging are customers, citizens, employees, shareholders, executives or board members, if you're an organization concerned with enhancing environmental sustainability, and you want your efforts to make a real and lasting difference, this book is for you.

The Business of Gamification

The Business of Gamification
Author: Mikolaj Dymek
Publisher: Taylor & Francis
Total Pages: 252
Release: 2016-09-13
Genre: Business & Economics
ISBN: 1317581458


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At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition
Author: Kevin Werbach
Publisher: University of Pennsylvania Press
Total Pages: 153
Release: 2020-11-10
Genre: Business & Economics
ISBN: 1613631049


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"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, Drive Why 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.

Gamification

Gamification
Author: Chris Collins
Publisher:
Total Pages: 178
Release: 2015-09-29
Genre:
ISBN: 9781517592516


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Gamification comes in many forms.Depending on what study you read the stats are overwhelming that more than half of employees passionately dislike their jobs.70% of millennials say that they would rather be happy at work than have a job that makes them a lot of money.It is predicted that 50% of all businesses will have at least one aspect of their business Gamified by 2016.This book is your hack to creating the fun and challenging workplace essential to inspiring your employees to work harder and better together, as your business gains momentum, increase profits, and shows improved overall moral starting tomorrow.