What Can Human Resource Management Learn from Video Games? An Ethnographical Approach to World of Warcraft

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Publisher :
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.:/5 (137 download)

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Book Synopsis What Can Human Resource Management Learn from Video Games? An Ethnographical Approach to World of Warcraft by : Tobias M. Scholz

Download or read book What Can Human Resource Management Learn from Video Games? An Ethnographical Approach to World of Warcraft written by Tobias M. Scholz and published by . This book was released on 2020 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this paper I want to research World of Warcraft (WoW) with the lens from HRM and what HRM can learn from WoW. Using the method of cognitive ethnography (Hutchins, 1995) I combine my experiences from over six years of playing the game as well as observing the devel- opment to the current date. Based on previous research (Scholz, 2010) I already depicted the following essential principles for leadership: Bring fun back, keep raising the bar, living on the edge, trial and error, motivation beyond money. However HRM is not solely about leadership and therefore research has to be expanded to other fields of HRM too. WoW is a combination of elements from the game design and from the community itself. Game developers implement el- ements that are comparable to HRM, others are established through interaction and collaboration of players to achieve goals and master the game. Following up some exemplary comparison be- tween HRM and WoW.

Video Game Worlds

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Publisher : Routledge
ISBN 13 : 1315416042
Total Pages : 202 pages
Book Rating : 4.3/5 (154 download)

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Book Synopsis Video Game Worlds by : Timothy Rowlands

Download or read book Video Game Worlds written by Timothy Rowlands and published by Routledge. This book was released on 2016-06-16 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.

Utopic Dreams and Apocalyptic Fantasies

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Publisher : Lexington Books
ISBN 13 : 0739147021
Total Pages : 288 pages
Book Rating : 4.7/5 (391 download)

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Book Synopsis Utopic Dreams and Apocalyptic Fantasies by : Talmadge J. Wright

Download or read book Utopic Dreams and Apocalyptic Fantasies written by Talmadge J. Wright and published by Lexington Books. This book was released on 2010-09-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of modern life, the role of marketing in altering game narratives, and the role of fantasy and desire in modern video game play. Embracing an approach that combines a cultural and/or critical studies approach with a sociological understanding of this new media moves the debate beyond simple media effects, moral panics, and industry boosterism to one of asking critical questions, what does modern video game play 'mean,' what questions should we be asking, and what can sociological research contribute to answering these questions. This collection includes works which use textual analysis, audience based research, symbolic interactionism, as well as political economic and psychoanalytic perspectives to illuminate areas of inquiry that preserves the pleasure of modern play while asking tough questions about what such pleasure means in a world divided by political, economic, cultural and social inequalities.

Training Today's People

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Publisher : Pearson Education
ISBN 13 : 0137038194
Total Pages : 24 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Training Today's People by : David Edery

Download or read book Training Today's People written by David Edery and published by Pearson Education. This book was released on 2009-10-12 with total page 24 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. Learn how powerful and cost-effective new video game technologies can supercharge business training, reaching a new generation of learners more effectively than any other approach. Video games can intuitively teach three valuable skills that classrooms are miserable at teaching, and even the smartest people have trouble learning on their own. Games can improve employees’ abilities to work in teams, use systems thinking, and learn from virtual experience when real experience is too costly or difficult.

Culture at Play: How Video Games Influence and Replicate Our World

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Publisher : BRILL
ISBN 13 : 9004439781
Total Pages : 152 pages
Book Rating : 4.0/5 (44 download)

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Book Synopsis Culture at Play: How Video Games Influence and Replicate Our World by :

Download or read book Culture at Play: How Video Games Influence and Replicate Our World written by and published by BRILL. This book was released on 2020-11-16 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Online Gaming and Playful Organization

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Publisher : Routledge
ISBN 13 : 1135040249
Total Pages : 249 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 249 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.

42 Rules for Engaging Members Through Gamification

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Publisher : Happy About
ISBN 13 : 1607731193
Total Pages : 129 pages
Book Rating : 4.6/5 (77 download)

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Book Synopsis 42 Rules for Engaging Members Through Gamification by : Shelly Alcorn, CAE

Download or read book 42 Rules for Engaging Members Through Gamification written by Shelly Alcorn, CAE and published by Happy About. This book was released on 2015-03-02 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play predates the development of human culture and our brains are hard-wired to use play as a tool to accelerate learning, strategically explore unfamiliar environments and develop collaborative social connections. Games are human created, formalized structures and processes designed to maximize engagement and get the most out of the "play" impulse. In fact, gaming comes so naturally to us we don’t even notice it for what it is.

Two examples of large scale gaming structures include our educational and political systems. Going deeper into understanding how gaming structures work, and intentionally applying those mechanics can give us an advantage when designing experiences meant to engage our members in the work of our associations.

Although games have been with us since we first learned to scratch marks on small rocks, what is new is the impact the internet and technology is having on games and players alike. What was simple activity in the past, is rapidly turning into a large scale social phenomenon. At some point the term "gamer" will lose it relevancy and we will recognize gamers for what they are - an increasingly sophisticated class of experience consumers.

Games are the first mass media of the 21st century and gaming literacy is an essential skill all executives, staff and volunteers need to develop in order to attract, appeal to and invite a new generation of players to play the association game.

In this book, we take a simple, practical approach to helping you and your volunteers take these ideas one step farther. By using these 42 rules, you will be able to use simple gaming mechanics to increase member engagement, improve educational outcomes and build community in your industry or profession.

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

Symbolic Interactionism and Cultural Studies

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Publisher : John Wiley & Sons
ISBN 13 : 0470698411
Total Pages : 232 pages
Book Rating : 4.4/5 (76 download)

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Book Synopsis Symbolic Interactionism and Cultural Studies by : Norman K. Denzin

Download or read book Symbolic Interactionism and Cultural Studies written by Norman K. Denzin and published by John Wiley & Sons. This book was released on 2008-04-30 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Symbolic interactionism is one of the most enduring - and certainly the most sociological - of all social psychologies. In this landmark work, Norman K. Denzin traces its tortured history from its roots in American pragmatism to its present-day encounter with poststructuralism and postmodernism. Arguing that if interactionism is to continue to thrive and grow it must incorporate elements of post structural and post-modern theory into its underlying views of history, culture and politics, the author develops a research agenda which merges the interactionist sociological imagination with the critical insights on contemporary feminism and cultural studies. Norman Denzin's programmatic analysis of symbolic interactionism, which develops a politics of interpretation merging theory and practice, will be welcomed by students and scholars in a wide range of disciplines, from sociology to cultural studies.

Office Arcade

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Publisher : Lioncrest Publishing
ISBN 13 : 9781619616059
Total Pages : 158 pages
Book Rating : 4.6/5 (16 download)

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Book Synopsis Office Arcade by : Jason Suriano

Download or read book Office Arcade written by Jason Suriano and published by Lioncrest Publishing. This book was released on 2017-06-02 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do some gamification projects work while others flop? What makes employees want to engage with some digital courses more than others? Is there a way to use points and badges to track, assess, and demonstrate a return on investment? Jason Suriano answers these questions (and many more) by explaining the four keys to breakthrough with gamification - engagement, trajectory, ubiquity, and data. Engaging employees at their own pace and place, while leveraging devices like an employees iPhone, guarantees that a gamified eLearning course reaches its ultimate goal of training and assessing the employee. Using points and badges, a properly designed gamification course will relay important employee performance metrics to the organization. Office Arcade is based on Jason's 15 years of research, consulting, and hands-on production experience in the creation of over two hundred digital projects for companies like Discovery Communications. Jason wrote Office Arcade to help with the confusion around gamification - it can be simple, clear, and effective for employers and their employees. Office Arcade is written for Human Resource managers, corporate trainers, instructional designers, eLearning specialists, product managers, marketers, and anyone who is looking for a simpler way to understand how to use gamification in their projects.

Gaming Life

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (769 download)

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Book Synopsis Gaming Life by : Linda Degnbol Hansen

Download or read book Gaming Life written by Linda Degnbol Hansen and published by . This book was released on 2011 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Parables of the Posthuman

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Publisher :
ISBN 13 : 9780814334881
Total Pages : 0 pages
Book Rating : 4.3/5 (348 download)

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Book Synopsis Parables of the Posthuman by : Jonathan Boulter

Download or read book Parables of the Posthuman written by Jonathan Boulter and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A philosophical reading of video gaming that focuses on what it means to be a player.

Teaching Research Methods in the Social Sciences

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Publisher : Routledge
ISBN 13 : 1317046560
Total Pages : 263 pages
Book Rating : 4.3/5 (17 download)

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Book Synopsis Teaching Research Methods in the Social Sciences by : Mark Garner

Download or read book Teaching Research Methods in the Social Sciences written by Mark Garner and published by Routledge. This book was released on 2016-04-01 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can excellence in the teaching of research methods be encouraged and ensured? This question has become increasingly important following the adoption of research methodology as a core part of many postgraduate and undergraduate courses. There has, however, been little discussion about the aims and methods of teaching the subject. In this volume; a number of authors from a variety of countries and disciplines employ their knowledge and experience towards the development of a 'pedagogical culture' in research methods. Their aim is to establish the extent of common concerns and challenges and to demonstrate ways in which these are being met. Intended to provide both a stimulus and source materials for the development of a more substantial and systematic literature in the field, the book will be of great interest to all those teaching research methods courses within social science disciplines.

Why Games Are Good For Business

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Publisher : Palgrave Macmillan
ISBN 13 : 9781349580637
Total Pages : 215 pages
Book Rating : 4.5/5 (86 download)

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Book Synopsis Why Games Are Good For Business by : Helen Routledge

Download or read book Why Games Are Good For Business written by Helen Routledge and published by Palgrave Macmillan. This book was released on with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.

Transferable Learning Skills of an MMORPG

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Publisher :
ISBN 13 :
Total Pages : 214 pages
Book Rating : 4.:/5 (971 download)

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Book Synopsis Transferable Learning Skills of an MMORPG by : Evren Koptur

Download or read book Transferable Learning Skills of an MMORPG written by Evren Koptur and published by . This book was released on 2016 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: Traditional paradigms of learning and education are being challenged by the new types of learners of the 21st century and their needs. Since today's learners are accustomed to multiple stimuli competing for their attention, utilizing video games in education comes as an inherent part of motivating and engaging these learners. Given the fact that these learners are already immersed and well-versed in video game platforms, their voluntary investment can and should be utilized for their own learning. Massively Multiplayer Role Playing Online games are one of the many genres of video games that players are drawn to and play regularly. The most popular and played MMORPG is World of Warcraft. This study investigated the potential of transferable learning skills gained or improved by playing WoW to real life. It attempted to research on the possibility of transferring four different learning categories: experiential learning, collaborative learning, leadership, and autonomous learning respectively through playing WoW. This study included 258 online survey participants. At the end of each category, the participants were asked to elaborate on a comment question associated with its category. Along with the survey data, two interviews were conducted. Overall and individual results of the survey and interview were analyzed. This data was used to discuss what skills can be learned through playing MMORPGs and to what extend these skills are transferred to real life. The results indicated that the mentioned categories of learning occur in the game and are perceived to be transferable to real life in varying degrees.

Big Data in Organizations and the Role of Human Resource Management

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Publisher : Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften
ISBN 13 : 9783631718902
Total Pages : 237 pages
Book Rating : 4.7/5 (189 download)

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Book Synopsis Big Data in Organizations and the Role of Human Resource Management by : Tobias M. Scholz

Download or read book Big Data in Organizations and the Role of Human Resource Management written by Tobias M. Scholz and published by Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften. This book was released on 2017 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: Big data are changing the way we work. This book conveys a theoretical understanding of big data and the related interactions on a socio-technological level as well as on the organizational level. Big data challenge the human resource department to take a new role. An organization's new competitive advantage is its employees augmented by big data.

Gaming Rhythms

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Publisher : Lulu.com
ISBN 13 : 908160211X
Total Pages : 169 pages
Book Rating : 4.0/5 (816 download)

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Book Synopsis Gaming Rhythms by : Tom Apperley

Download or read book Gaming Rhythms written by Tom Apperley and published by Lulu.com. This book was released on 2011-06-16 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.