Changing the Game

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Publisher : FT Press
ISBN 13 : 0137151756
Total Pages : 238 pages
Book Rating : 4.1/5 (371 download)

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Book Synopsis Changing the Game by : David Edery

Download or read book Changing the Game written by David Edery and published by FT Press. This book was released on 2008-10-07 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Changing the Game: How Video Games Are Transforming the Future of Business

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Author :
Publisher :
ISBN 13 : 9780137151721
Total Pages : 218 pages
Book Rating : 4.1/5 (517 download)

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Book Synopsis Changing the Game: How Video Games Are Transforming the Future of Business by : David Edery

Download or read book Changing the Game: How Video Games Are Transforming the Future of Business written by David Edery and published by . This book was released on 2008 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Summary: Changing the Game

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Author :
Publisher :
ISBN 13 : 9782511042335
Total Pages : 46 pages
Book Rating : 4.0/5 (423 download)

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Book Synopsis Summary: Changing the Game by : BusinessNews Publishing

Download or read book Summary: Changing the Game written by BusinessNews Publishing and published by . This book was released on 2016-09-16 with total page 46 pages. Available in PDF, EPUB and Kindle. Book excerpt: The must-read summary of David Edery and Ethan Mollick's book: "Changing the Game: How Video Games Are Transforming the Future of Business". This complete summary of the ideas from David Edery and Ethan Mollick's book "Changing the Game" shows how the video game sector has become an enormous business and is about to enter yet another phase of growth as companies begin to use games to revolutionize the way they interact with customers and attract new employees. In their book, the authors explain that it is time to get up to speed with what gaming is already achieving and make your company a part of it. By reading this summary, you will find out the benefits of using video games to get your message across and what they can do for your business. Added-value of this summary: - Save time - Understand key concepts - Expand your business knowledge To learn more, read "Changing the Game" to discover how you can be part of the video game revolution and benefit your company.

Changing the Rules of the Game

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Publisher : Springer
ISBN 13 : 1137318414
Total Pages : 176 pages
Book Rating : 4.1/5 (373 download)

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Book Synopsis Changing the Rules of the Game by : S. Hotho

Download or read book Changing the Rules of the Game written by S. Hotho and published by Springer. This book was released on 2013-10-24 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer games industry is one of the most vibrant industries today whose potential for growth seems inexhaustible. This book adopts a multi-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.

The Video Game Industry

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Publisher : Routledge
ISBN 13 : 0415896525
Total Pages : 272 pages
Book Rating : 4.4/5 (158 download)

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Book Synopsis The Video Game Industry by : Peter Zackariasson

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'The Video Game Industry' provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. This book describes and defines video games as their own special medium.

Encyclopedia of Video Games [3 volumes]

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 1173 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Handbook of Research on Serious Games as Educational, Business and Research Tools

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Author :
Publisher : IGI Global
ISBN 13 : 1466601507
Total Pages : 1434 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Handbook of Research on Serious Games as Educational, Business and Research Tools by : Cruz-Cunha, Maria Manuela

Download or read book Handbook of Research on Serious Games as Educational, Business and Research Tools written by Cruz-Cunha, Maria Manuela and published by IGI Global. This book was released on 2012-02-29 with total page 1434 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

The Wiley Handbook of Global Workplace Learning

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Publisher : John Wiley & Sons
ISBN 13 : 1119227801
Total Pages : 656 pages
Book Rating : 4.1/5 (192 download)

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Book Synopsis The Wiley Handbook of Global Workplace Learning by : Vanessa Hammler Kenon

Download or read book The Wiley Handbook of Global Workplace Learning written by Vanessa Hammler Kenon and published by John Wiley & Sons. This book was released on 2019-03-22 with total page 656 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inclusive Guide Provides Practical Applications for Workplace Education Theory from Diverse Perspectives The Wiley Handbook of Global Workplace Learning explores the field of workplace education using contributions from both experts and emerging scholars in industry and academia. Unlike many previously published titles on the subject, the Handbook focuses on offering readers a truly global overview of workplace learning at a price point that makes it accessible for independent researchers and Human Resources professionals. Designed to strike a balance between theory and practice, the Handbook provides a wealth of information on foundational topics, theoretical frameworks, current and emerging trends, technological updates, implementation strategies, and research methodologies. Chapters covering recent research illustrate the importance of workplace learning topics ranging from meditation to change management, while others give pragmatic and replicable applications for the design, promotion, and implementation of impactful learning opportunities for employees at any company, regardless of industry. A sampling of topics addressed includes: “Using an Experiential Learning Model to Design an Assessment Framework for Workplace Learning” “Measuring Innovative Thinking and Acting Skills as Workplace-Related Professional Competence” Multiple chapters specifically addressing international business, such as “Competency in Globalization and Intercultural Communication”, “Global Strategic Planning” and “Global Talent Management” Research and recommendations on bridging generational and cultural divides as well as addressing employee learning disabilities With its impressive breadth of coverage and focus on real-world problem solving, this volume serves as a comprehensive tool for examining and improving practices in global workplace learning. It will prove to be a valuable resource for students and recent graduates entering the workforce and for those working in Human Resources and related fields.

Online Gaming and Playful Organization

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Publisher : Routledge
ISBN 13 : 1135040249
Total Pages : 230 pages
Book Rating : 4.1/5 (35 download)

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Book Synopsis Online Gaming and Playful Organization by : Harald Warmelink

Download or read book Online Gaming and Playful Organization written by Harald Warmelink and published by Routledge. This book was released on 2014-02-03 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Play at Work

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Publisher : Penguin
ISBN 13 : 1101623020
Total Pages : 256 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Play at Work by : Adam L. Penenberg

Download or read book Play at Work written by Adam L. Penenberg and published by Penguin. This book was released on 2013-10-03 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.

Gender Equality and Responsible Business

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Publisher : Routledge
ISBN 13 : 135128634X
Total Pages : 279 pages
Book Rating : 4.3/5 (512 download)

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Book Synopsis Gender Equality and Responsible Business by : Kate Grosser

Download or read book Gender Equality and Responsible Business written by Kate Grosser and published by Routledge. This book was released on 2017-09-08 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gender Equality and Responsible Business places gender equality at the heart of the responsible business agenda with the aim of contributing to CSR practice as well as research. Discussion about gender issues in the field of corporate responsibility has focused on workplace issues and corporate boards, which are important areas of work. However, the great benefit of exploring gender issues through a responsible business lens is that this requires us to also examine the wider gender impacts of business in the marketplace – for example, with regard to suppliers, supply chains, and consumers, and with respect to the communities where business operates, and the wider ecological environment – indeed throughout corporate value chains.Through contributions from practitioners in business and civil society, as well as academia, this book broadens the agenda, opening the field to new voices, and facilitates dialogue among and between practitioners and researchers. Contributions within the edited collection elucidate current practice, bring new perspectives, and help us to expand the field of responsible business with regard to gender equality, and beyond.

Gamification in Education and Business

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Publisher : Springer
ISBN 13 : 3319102087
Total Pages : 710 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Gamification in Education and Business by : Torsten Reiners

Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2014-11-22 with total page 710 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

The Rise of Games and High-Performance Computing for Modeling and Simulation

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Author :
Publisher : National Academies Press
ISBN 13 : 0309147778
Total Pages : 130 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis The Rise of Games and High-Performance Computing for Modeling and Simulation by : National Research Council

Download or read book The Rise of Games and High-Performance Computing for Modeling and Simulation written by National Research Council and published by National Academies Press. This book was released on 2010-04-15 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: The technical and cultural boundaries between modeling, simulation, and games are increasingly blurring, providing broader access to capabilities in modeling and simulation and further credibility to game-based applications. The purpose of this study is to provide a technical assessment of Modeling, Simulation, and Games (MS&G) research and development worldwide and to identify future applications of this technology and its potential impacts on government and society. Further, this study identifies feasible applications of gaming and simulation for military systems; associated vulnerabilities of, risks to, and impacts on critical defense capabilities; and other significant indicators and warnings that can help prevent or mitigate surprises related to technology applications by those with hostile intent. Finally, this book recommends priorities for future action by appropriate departments of the intelligence community, the Department of Defense research community, and other government entities. The Rise of Games and High Performance Computing for Modeling and Simulation will serve as a useful tutorial and reference document for this particular era in the evolution of MS&G. The book also highlights a number of rising capabilities facilitated by MS&G to watch for in the coming years.

Encyclopedia of Sports Management and Marketing

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Publisher : SAGE Publications
ISBN 13 : 1506320376
Total Pages : 1960 pages
Book Rating : 4.5/5 (63 download)

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Book Synopsis Encyclopedia of Sports Management and Marketing by : Linda E. Swayne

Download or read book Encyclopedia of Sports Management and Marketing written by Linda E. Swayne and published by SAGE Publications. This book was released on 2011-08-08 with total page 1960 pages. Available in PDF, EPUB and Kindle. Book excerpt: This four-volume set introduces, on the management side, principles and procedures of economics, budgeting and finance; leadership; governance; communication; business law and ethics; and human resources practices; all in the sports context. On the marketing side this reference resource explores two broad streams: marketing of sport and of sport-related products (promoting a particular team or selling team- and sport-related merchandise, for example), and using sports as a platform for marketing non-sports products, such as celebrity endorsements of a particular brand of watch or the corporate sponsorship of a tennis tournament. Together, these four volumes offer a comprehensive and authoritative overview of the state of sports management and marketing today, providing an invaluable print or online resource for student researchers.

Medium Law

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Publisher : Routledge
ISBN 13 : 1317195035
Total Pages : 158 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Medium Law by : Daithí Mac Síthigh

Download or read book Medium Law written by Daithí Mac Síthigh and published by Routledge. This book was released on 2017-09-13 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why should anyone care about the medium of communication today, especially when talking about media law? In today’s digital society, many emphasise convergence and seek new regulatory approaches. In Medium Law, however, the ‘medium theory’ insights of Harold Innis, Marshall McLuhan and the Toronto School of Communication are drawn upon as part of an argument that differences between media, and technological definitions, continue to play a crucial role in the regulation of the media. Indeed, Mac Síthigh argues that the idea of converged, cross-platform, medium-neutral media regulation is unattainable in practice and potentially undesirable in substance. This is demonstrated through the exploration of the regulation of a variety of platforms such as films, games, video-on-demand and premium rate telephone services. Regulatory areas discussed include content regulation, copyright, tax relief for producers and developers, new online services, conflicts between regulatory systems, and freedom of expression. This timely and topical volume will appeal to postgraduate students and postdoctoral researchers interested in fields such as Law, Policy, Regulation, Media Studies, Communications History, and Cultural Studies.

Global Game Industries and Cultural Policy

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Author :
Publisher : Springer
ISBN 13 : 3319407600
Total Pages : 340 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Global Game Industries and Cultural Policy by : Anthony Fung

Download or read book Global Game Industries and Cultural Policy written by Anthony Fung and published by Springer. This book was released on 2017-02-10 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

Business Games For Management And Economics: Learning By Playing

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Author :
Publisher : World Scientific Publishing Company
ISBN 13 : 9813108207
Total Pages : 412 pages
Book Rating : 4.8/5 (131 download)

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Book Synopsis Business Games For Management And Economics: Learning By Playing by : Bazil Leon

Download or read book Business Games For Management And Economics: Learning By Playing written by Bazil Leon and published by World Scientific Publishing Company. This book was released on 2012-01-30 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's “Aquarium” up to the REACTOR games for several teams of executives.