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

Entrepreneurship and the Creative Economy

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Publisher : Edward Elgar Publishing
ISBN 13 : 0857933051
Total Pages : 241 pages
Book Rating : 4.8/5 (579 download)

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Book Synopsis Entrepreneurship and the Creative Economy by : Colette Henry

Download or read book Entrepreneurship and the Creative Economy written by Colette Henry and published by Edward Elgar Publishing. This book was released on 2011-01-01 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creative industries are becoming increasingly important to the economic and social wealth of most economies. They are also inherently linked to entrepreneurship and this book provides thoughtful and comprehensive insights into the role of creative industries in contemporary economies and to the interface between creative firms and entrepreneurship. The book draws upon cutting edge research to illustrate and explain the diversity and nature of creative industries and to provide informed discussion on key topics relevant to developing theory and understanding of this vital sector. This book is a must for anyone interested in understanding and learning more about the opportunities which creative industries have created for entrepreneurship and the benefits which an entrepreneurial mind-set can offer to the creative industries.- Eleanor Shaw, University of Strathclyde, UK 'The creative industries have long been a hotbed of entrepreneurial activity. For decades vaudeville, theater, movies, art, and music have exemplified the key aspects of entrepreneurship, and the participants in these industries search for novelty and create innovations. But despite the fact that some countries have industrial policies to focus on creative arts, this is a little studied area of entrepreneurship. Colette Henry and Anne de Bruin offer one of the first academic books that showcases research in the creative industries. This volume presents a solid theoretical foundation and offers fascinating chapters that consider a variety of topics such as regional strategies, education, creative expression and the evolution of industry.'

Big Data Marketing Strategies for Superior Customer Experience

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Publisher : IGI Global
ISBN 13 : 166846456X
Total Pages : 364 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Big Data Marketing Strategies for Superior Customer Experience by : Saura, Jose Ramon

Download or read book Big Data Marketing Strategies for Superior Customer Experience written by Saura, Jose Ramon and published by IGI Global. This book was released on 2023-04-17 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid growth of technological developments on the internet has led many companies to adapt their businesses to the digital ecosystem and implement new methods and techniques to improve the users’ experiences and their analytical strategies. Moreover, in the past few years, the digital ecosystem has been chosen as the main channel used by consumers for the purchase of goods and services. As a result, digital marketing and online advertising have become the main strategies used by companies in their marketing actions. Advertising can be designed and shown considering users’ interests based on what they visit or where they go. That implies that the user experience is improved as long as they receive personalized adverts focused on what they were curious or concerned about. Thus, techniques such as artificial intelligence (AI), data mining, or business intelligence have allowed companies to act accordingly in real-time without user perception. Big Data Marketing Strategies for Superior Customer Experience compiles and studies the major practices and case studies of big data marketing in recent years. In this digital era, this book can be used as a sourcebook on study cases focused on digital marketing strategies as well as the identification of new technologies that will help the development of initiatives and practices focused on marketing and data sciences. Covering topics such as customer satisfaction, collective intelligence, and sentiment analysis, this premier reference source is an essential resource for students and educators of higher education, marketers, innovators, business leaders and managers, entrepreneurs, librarians, researchers, and academicians.

Virtual Technologies for Business and Industrial Applications: Innovative and Synergistic Approaches

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Publisher : IGI Global
ISBN 13 : 1615206329
Total Pages : 266 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Virtual Technologies for Business and Industrial Applications: Innovative and Synergistic Approaches by : Rao, N. Raghavendra

Download or read book Virtual Technologies for Business and Industrial Applications: Innovative and Synergistic Approaches written by Rao, N. Raghavendra and published by IGI Global. This book was released on 2010-07-31 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides research related to the concept of virtual reality and developing business models using this concept"--Provided by publisher.

For the Win, Revised and Updated Edition

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Publisher : University of Pennsylvania Press
ISBN 13 : 1613631049
Total Pages : 153 pages
Book Rating : 4.6/5 (136 download)

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Book Synopsis For the Win, Revised and Updated Edition by : Kevin Werbach

Download or read book For the Win, Revised and Updated Edition written by Kevin Werbach and published by University of Pennsylvania Press. This book was released on 2020-11-10 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Learning and Collaboration Technologies

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Publisher : Springer Nature
ISBN 13 : 3031345509
Total Pages : 620 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Learning and Collaboration Technologies by : Panayiotis Zaphiris

Download or read book Learning and Collaboration Technologies written by Panayiotis Zaphiris and published by Springer Nature. This book was released on 2023-06-08 with total page 620 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set of LCT 2023, constitutes the refereed proceedings of the 10th International Conference on Learning and Collaboration Technologies, LCT 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of LCT 2022 Part II are organized in topical sections named: XR for Learning and Education; Learning with Robots; Virtual, Blended and Hybrid Learning.

America's Digital Army

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Publisher : U of Nebraska Press
ISBN 13 : 1496200616
Total Pages : 275 pages
Book Rating : 4.4/5 (962 download)

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Book Synopsis America's Digital Army by : Robertson Allen

Download or read book America's Digital Army written by Robertson Allen and published by U of Nebraska Press. This book was released on 2017 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: "America's Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen's fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America's Army. Allen uncovers the methods by which gaming technologies such as America's Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment. America's Digital Army examines the army's desire for "talented" soldiers capable of high-tech work; beliefs about America's enemies as reflected in the game's virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers. Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred--if not broken down entirely--through games and interactive media that reflect the U.S. military's ludic imagination of future wars, enemies, and soldiers."--

Goals and Games

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Publisher : Pearson Education
ISBN 13 : 0132143410
Total Pages : 23 pages
Book Rating : 4.1/5 (321 download)

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Book Synopsis Goals and Games by : David Edery

Download or read book Goals and Games written by David Edery and published by Pearson Education. This book was released on 2009-10-16 with total page 23 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Element is an excerpt from Changing the Game: How Video Games Are Transforming the Future of Business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Available in print and digital formats. Apply the lessons of game design to supercharge employee productivity, performance, creativity, and satisfaction! We’ve all experienced moments when we’ve felt extremely focused and productive, and time flew by. That experience, first named “flow” by Mihaly Csikszentmihalyi, has been linked to increased performance and improved learning and problem solving. Several factors that promote flow also underlie good game design and can be applied to designing employee goals.

Games and Learning Alliance

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Publisher : Springer
ISBN 13 : 3319229605
Total Pages : 196 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Games and Learning Alliance by : Alessandro De Gloria

Download or read book Games and Learning Alliance written by Alessandro De Gloria and published by Springer. This book was released on 2015-09-02 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.

The Gameful World

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Publisher : MIT Press
ISBN 13 : 0262325721
Total Pages : 687 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis The Gameful World by : Steffen P. Walz

Download or read book The Gameful World written by Steffen P. Walz and published by MIT Press. This book was released on 2015-01-23 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience

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Publisher : Springer
ISBN 13 : 331907668X
Total Pages : 736 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience by : Aaron Marcus

Download or read book Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience written by Aaron Marcus and published by Springer. This book was released on 2014-05-16 with total page 736 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.

Infinite Possibility

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Publisher : Berrett-Koehler Publishers
ISBN 13 : 1605099627
Total Pages : 382 pages
Book Rating : 4.6/5 (5 download)

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Book Synopsis Infinite Possibility by : B. Joseph Pine

Download or read book Infinite Possibility written by B. Joseph Pine and published by Berrett-Koehler Publishers. This book was released on 2011-08-01 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to provide experiences for your customers that combine the real with the virtual. Joseph Pine and Jim Gilmore’s classic The Experience Economy identified a seismic shift in the business world: to set yourself apart from your competition, you need to stage experiences—memorable events that engage people in inherently personal ways. But as consumers increasingly experience the world through their digital gadgets, companies still only scratch the surface of technology-infused experiences. So Pine and coauthor Kim Korn show you how to create new value for your customers with offerings that fuse the real and the virtual. Think of the Xbox Kinect, which combines virtual video games with a powerful physical dimension—you play by moving your own body; new apps that, when you point your smartphone camera at a real street, overlay digital information about the scene onto the image; and virtual dashboards that track the real world, moment by moment. Digital technology offers limitless opportunities—you really can create anything you want—but real-world experiences have a richness that virtual ones do not. So how can you use the best of both? How do you make sense of such infinite possibility? What kinds of experiences can you create? Which ones should you offer? Pine and Korn provide a profound new tool geared to exploring and exploiting the digital frontier. They delineate eight different realms of experience encompassing various aspects of Reality and Virtuality and, using scores of examples, show how innovative companies operate within and across each realm to create extraordinary customer value. Follow them out onto the digital frontier to discover the opportunities that abound for your business. “This book will inspire out-of-the-box thinking for anyone looking to do it differently or better. Infinite Possibility is a must-read and a great vision for technology intersecting with our five senses to create experiences consumers will want.” —Gary Shapiro, President and CEO, Consumer Electronics Association “Pine and Korn take you on an amazing journey from Reality to Virtuality and stop at all the best corners along the way. Infinite Possibility provides an extremely robust framework to help you grasp the concepts and gives practical guidance on how any organization can make it happen right now.” —Chris Parker, Senior Vice President and CIO, LeasePlan Corporation

Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications

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Publisher : IGI Global
ISBN 13 : 1522579109
Total Pages : 1801 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2019-02-01 with total page 1801 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances from a sociological perspective, researchers can further understand the impact of cyberspace on human behavior, interaction, and cognition. Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications is a vital reference source covering the impact of social networking platforms on a variety of relationships, including those between individuals, governments, citizens, businesses, and consumers. The publication also highlights the negative behavioral, physical, and mental effects of increased online usage and screen time such as mental health issues, internet addiction, and body image. Showcasing a range of topics including online dating, smartphone dependency, and cyberbullying, this multi-volume book is ideally designed for sociologists, psychologists, computer scientists, engineers, communication specialists, academicians, researchers, and graduate-level students seeking current research on media usage and its behavioral effects.

Making Sense of Virtual Risks

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Publisher : IOS Press
ISBN 13 : 1614991707
Total Pages : 424 pages
Book Rating : 4.6/5 (149 download)

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Book Synopsis Making Sense of Virtual Risks by : Casper Harteveld

Download or read book Making Sense of Virtual Risks written by Casper Harteveld and published by IOS Press. This book was released on 2012 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: Along with the rise of digital games over the past decades came an increased interest for using games for other purposes than entertainment. Although a few successes are known, much research seems to suggest little evidence for games' advantages. Existing literature claims that more studies are needed that investigate the effective design and use of games and especially studies that are comprehensive, rigorous, and innovative. To contribute to this emerging field, the author investigated the case of Levee Patroller. The target audience of the game, levee patrollers, are considered the "eyes and ears" of the Dutch water authorities. They inspect levees and report any risks they encounter. Similarly, in the game players have to find all virtual failures in a region and report these. If they do not find the failures in time or report them incorrectly, it could result in a levee breach that floods the whole virtual region.

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.

HCI in Games: Experience Design and Game Mechanics

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Publisher : Springer Nature
ISBN 13 : 3030772772
Total Pages : 423 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis HCI in Games: Experience Design and Game Mechanics by : Xiaowen Fang

Download or read book HCI in Games: Experience Design and Game Mechanics written by Xiaowen Fang and published by Springer Nature. This book was released on 2021-07-03 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.

Designing Gamified Systems

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Publisher : CRC Press
ISBN 13 : 1317931424
Total Pages : 350 pages
Book Rating : 4.3/5 (179 download)

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Book Synopsis Designing Gamified Systems by : Sari Gilbert

Download or read book Designing Gamified Systems written by Sari Gilbert and published by CRC Press. This book was released on 2015-08-11 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice