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Gamification for Innovators and Entrepreneurs

Gamification for Innovators and Entrepreneurs PDF Author: Henning Breuer
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110725584
Category : Business & Economics
Languages : en
Pages : 224

Book Description
Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators

Gamification for Innovators and Entrepreneurs

Gamification for Innovators and Entrepreneurs PDF Author: Henning Breuer
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110725584
Category : Business & Economics
Languages : en
Pages : 224

Book Description
Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators

Gamification in Learning and Education

Gamification in Learning and Education PDF Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 159

Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

MMOs from the Outside In

MMOs from the Outside In PDF Author: Richard A. Bartle
Publisher: Apress
ISBN: 1484217810
Category : Computers
Languages : en
Pages : 518

Book Description
This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs – and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society’s acceptance of their chosen career. Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don’t understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark. It:• Explains how MMOs are perceived, how they could – and perhaps should – be perceived, and how the can contribute to wider society.• Delves into what researchers think about why players play.• Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.• Doesn't tell you what to think, it tells you to think. What You Will Learn:• The myriad challenges facing MMOs – and to decide for yourself how to address these challenges.• What MMOs bring to the world that it didn’t have before.• How MMOs are regarded, and what this means for how they will be regarded in future.• That playing and designing MMOs has implications for those who don’t play or design them. Whom This Book is For:MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them.

The Practice of Enterprise Modeling

The Practice of Enterprise Modeling PDF Author: Balbir S. Barn
Publisher: Springer Nature
ISBN: 3031214889
Category : Computers
Languages : en
Pages : 256

Book Description
This book constitutes the proceedings of the 15th IFIP Working Conference on the Practice of Enterprise Modeling, PoEM 2022, which took place in London, UK, during November 23-25, 2022. PoEM offers a forum for sharing experiences and knowledge between the academic community and practitioners from industry and the public sector. This year the theme of the conference is Enterprise Modeling and Model-based Development and Engineering. The 15 full papers presented in this volume were carefully reviewed and selected from a total of 45 submissions. They were organized in topical sections as follows: models in information system development; modeling enterprise architectures; modeling capabilities and ecosystems; DSML and meta-modeling; and participatory modeling.

This is Technology Ethics

This is Technology Ethics PDF Author: Sven Nyholm
Publisher: John Wiley & Sons
ISBN: 1119755573
Category : Philosophy
Languages : en
Pages : 295

Book Description
An approachable introduction to the philosophical study of ethical dilemmas in technology In the Technology Age, innovations in medical, communications, and weapons technologies have given rise to many new ethical questions: Are technologies always value-neutral tools? Are human values and human prejudices sometimes embedded in technologies? Should we merge with the technologies we use? Is it ethical to use autonomous weapons systems in warfare? What should a self-driving car do if it detects an unavoidable crash? Can robots have morally relevant properties? This is Technology Ethics: An Introduction provides an accessible overview of the sub-field of philosophy that focuses on the ethical implications of new technologies. Requiring no previous background in the subject, this reader-friendly volume explores ethical questions concerning artificial intelligence, robots, self-driving cars, brain implants, social media and communication technologies, and more. Throughout the book, clear and engaging chapters describe and discuss key discussions, issues, and themes while inviting readers to develop their own perspectives on a wide range of moral and ethical questions. Discusses how various technologies influence and shape individuals and society both positively and negatively Illustrates how emerging technologies affect traditional ideas about ethics and human self-understanding Addresses the ethical complications of creating technologies that may lead to morally problematic consequences Considers if the benefits of new technologies outweigh potential drawbacks, such as how people interact online through social media Explores how established moral and ethical theories relate to new questions concerning advanced technologies Part of the popular This is Philosophy series published by Wiley-Blackwell, This is Technology Ethics: An Introduction is a must-read for undergraduate students taking a Technology Ethics course, researchers in the field, engineers, technology professionals, and general readers looking to learn more about the topic.

Persuasive User-Centric Green IS

Persuasive User-Centric Green IS PDF Author: Benjamin Brauer
Publisher: Cuvillier Verlag
ISBN: 3736987641
Category : Business & Economics
Languages : en
Pages : 204

Book Description
Die Dissertation zeigt die Potentiale von Informationssystemen zur Förderung ökologisch nachhaltigen Verhaltens auf. Zunächst werden bestehende Lösungsansätze aus der Wissenschaft und Praxis vorgestellt, um so den Status Quo nutzerorientierter nachhaltiger Informationssysteme (Green IS) darzustellen. Weiterhin werden angewendete psychologische Theorien und technische Gestaltungsprinzipien (Design-Prinzipien) zur Förderung von Verhaltungsveränderung aufgedeckt und dessen Passung sowie Wirkung analysiert. Basierend auf den gewonnenen Erkenntnissen werden Empfehlungen zur Gestaltung nutzerorientierter Green IS abgeleitet mit dem Ziel langfristige Verhaltensveränderung zu erreichen. Darüber hinaus wird die Akzeptanz solcher Systeme ermittelt, und analysiert wie eine Steigerung der Akzeptanz initiiert werden kann. Neben der Präsentation der gewonnen wissenschaftlichen und praxisbezogenen Erkenntnisse im Kontext nutzerorientierter nachhaltiger Green IS, leistet diese Arbeit einen Beitrag zur Wahrnehmungssteigerung solcher Systeme. Zudem werden Grundlagen für weitere Forschung innerhalb des noch jungen Forschungsgebiets unter Berücksichtigung persuasiver Design-Prinzipien geschaffen. This dissertation shows the potential of information systems to promote and invoke environmental sustainable behavior. At first, an overview of existing approaches in research and practice is provided in order to illustrate the status quo of user-centric environmental sustainable information systems (Green IS). Furthermore, various applied theories from psychology as well as technological designprinciples are revealed and analyzed regarding their suitability and effect in context of behavioral change. Based on these findings recommendations for the design of user-centric Green IS are deduced in order to achieve long-term behavior change. Moreover, an analysis of the acceptance of such systems is performed. Alongside the presentation of the central findings for theory and practice this thesis also contributes to an increase of people’s awareness of these systems regarding their existence and potential. Also, this dissertation builds the foundation for future research in this young research field of persuasive user-centric Green IS.

Design Science Research. Cases

Design Science Research. Cases PDF Author: Jan vom Brocke
Publisher: Springer Nature
ISBN: 3030467813
Category : Computers
Languages : en
Pages : 331

Book Description
Design Science Research is a powerful paradigm enabling researchers to make important contributions to society and industry. Simply stated, the goal of DSR is to generate knowledge on how to find innovative solutions to important problems in the form of models, methods, constructs and instantiations. Over the past 20 years, the design science research (DSR) paradigm has developed into an established paradigm in Information Systems Research and it is of strong uptake in many other disciplines, including Management Science and Computer Science. This book provides a collection of twelve DSR cases, presented by experienced researchers in the field. It offers readers access to real-world DSR studies, together with the authors’ reflections on their research processes. These cases will support researchers who want to engage in DSR, and represent a valuable addition to existing introductions to DSR methods and processes. Readers will learn from the hands-on experiences of respected experts who have conducted extensive DSR in a range of application contexts.

TEACHING ENGLISH IN GLOBAL CONTEXTS: Language, Learners and Learning

TEACHING ENGLISH IN GLOBAL CONTEXTS: Language, Learners and Learning PDF Author: Valentina Canese
Publisher: ISL-FIL-UNA
ISBN:
Category : Education
Languages : en
Pages : 686

Book Description


Changing Employee Behavior

Changing Employee Behavior PDF Author: Nik Kinley
Publisher: Springer Nature
ISBN: 3031293401
Category : Business & Economics
Languages : en
Pages : 276

Book Description
An important part of every manager's job is changing people's behavior: improving someone’s performance, helping them better manage relationships with colleagues, or sometimes even stopping them doing something. Yet, despite the fact that changing people's behavior is such a fundamental skill for managers, there is little in the way of systematic support for them to go about it. This book changes that, revealing simple but powerful techniques for changing behavior that experts from a range of disciplines have been using for years. Drawing upon proven methods from psychology, psychotherapy, and behavioural economics, it presents a comprehensive toolkit that managers can use to improve the performance of staff and address some of the most common challenges they face. With a new foreword and three new chapters, this revised edition expands on the original by showing how organisations and leaders have used the techniques presented in it, how these methods have become even more relevant in the post-pandemic world, and how it has been applied the broader challenge of workplace culture change. Finally, supplementary videos add detail to this new content, with examples and explanations presented by the authors. Videos via app: download the SN More Media app for free, scan a link with play button and access videos directly on your smartphone or tablet.

For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition PDF Author: Kevin Werbach
Publisher: University of Pennsylvania Press
ISBN: 1613631049
Category : Business & Economics
Languages : en
Pages : 153

Book Description
"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.