Organizational Gamification

Organizational Gamification
Title Organizational Gamification PDF eBook
Author Mikko Vesa
Publisher Routledge
Total Pages 225
Release 2021-02-25
Genre Business & Economics
ISBN 1000351092

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This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.

Transforming Society and Organizations through Gamification

Transforming Society and Organizations through Gamification
Title Transforming Society and Organizations through Gamification PDF eBook
Author Agnessa Spanellis
Publisher Palgrave Macmillan
Total Pages 386
Release 2022-05-22
Genre Business & Economics
ISBN 9783030682095

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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.

Gamification at Work

Gamification at Work
Title Gamification at Work PDF eBook
Author Janaki Mythily Kumar
Publisher
Total Pages 168
Release 2013
Genre Computers
ISBN 9788792964076

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Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Game On - Reinventing Organizational Culture with Gamification

Game On - Reinventing Organizational Culture with Gamification
Title Game On - Reinventing Organizational Culture with Gamification PDF eBook
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

Organizational Gamification

Organizational Gamification
Title Organizational Gamification PDF eBook
Author Mikko Vesa
Publisher Routledge
Total Pages 258
Release 2021-02-25
Genre Business & Economics
ISBN 100035105X

Download Organizational Gamification Book in PDF, Epub and Kindle

This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.

Transforming Society and Organizations through Gamification

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

Download Transforming Society and Organizations through Gamification Book in PDF, Epub and Kindle

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.

Gamify

Gamify
Title Gamify PDF eBook
Author Biran Burke
Publisher Routledge
Total Pages 136
Release 2016-10-14
Genre Business & Economics
ISBN 1351861778

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Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.