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Transforming Society and Organizations through Gamification

Transforming Society and Organizations through Gamification PDF Author: Agnessa Spanellis
Publisher: Springer Nature
ISBN: 3030682072
Category : Business & Economics
Languages : en
Pages : 386

Book Description
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.

Transforming Society and Organizations through Gamification

Transforming Society and Organizations through Gamification PDF Author: Agnessa Spanellis
Publisher: Springer Nature
ISBN: 3030682072
Category : Business & Economics
Languages : en
Pages : 386

Book Description
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.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1799892255
Category : Computers
Languages : en
Pages : 657

Book Description
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Research Handbook on Ethical Consumption

Research Handbook on Ethical Consumption PDF Author: Marylyn Carrigan
Publisher: Edward Elgar Publishing
ISBN: 1802202021
Category : Business & Economics
Languages : en
Pages : 415

Book Description
Presenting a contemporary reflection on ethical and sustainable consumption, this insightful Research Handbook offers discussions on the challenges and complexity of living an ethical and sustainable life, and for the researchers who study them. Featuring cutting-edge, multidisciplinary research from authors with unique perspectives and expert insights, this Research Handbook takes a deeper look at the past, present, and future of ethical and sustainable consumption.

Gaming and Gamers in Times of Pandemic

Gaming and Gamers in Times of Pandemic PDF Author: Piotr Siuda
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 353

Book Description
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

The Routledge Handbook of Catalysts for a Sustainable Circular Economy

The Routledge Handbook of Catalysts for a Sustainable Circular Economy PDF Author: Hanna Lehtimäki
Publisher: Taylor & Francis
ISBN: 1000971414
Category : Architecture
Languages : en
Pages : 642

Book Description
This groundbreaking handbook leads the way in accelerating the transition to a sustainable circular economy by introducing the concept of a catalyst as a positive and enhancing driving force for sustainability. Catalysts create and maintain favourable conditions for complex systemic sustainability transition changes, and a discussion and understanding of catalysts is required to move from a linear economy to a sustainable and circular economy. With contributions from leading experts from around the globe, this volume presents theoretical insights, contextualised case studies, and participatory methodologies, which identify different catalysts, including technology, innovation, business models, management and organisation, regulation, sustainability policy, product design, and culture. The authors then show how these catalysts accelerate sustainability transitions. As a unique value to the reader, the book brings together public policy and private business perspectives to address the circular economy as a systemic change. Its theoretical and practical perspectives are coupled with real-world case studies from Finland, Italy, China, India, Nigeria, and others to provide tangible insights on catalysing the circular economy across organisational, hierarchical, and disciplinary boundaries. With its broad interdisciplinary and geographically diverse scope, this handbook will be a valuable tool for researchers, academics, and policy-makers in the fields of circular economy, sustainability transitions, environmental studies, business, and the social sciences more broadly.

Online Gaming and Playful Organization

Online Gaming and Playful Organization PDF Author: Harald Warmelink
Publisher: Routledge
ISBN: 1135040249
Category : Education
Languages : en
Pages : 230

Book Description
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.

The Gamification of Society

The Gamification of Society PDF Author: Stéphane Le Lay
Publisher: John Wiley & Sons
ISBN: 178630645X
Category : Social Science
Languages : en
Pages : 226

Book Description
The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamifications logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

Transforming Learning and IT Management through Gamification

Transforming Learning and IT Management through Gamification PDF Author: Edmond C. Prakash
Publisher: Springer
ISBN: 331918699X
Category : Computers
Languages : en
Pages : 119

Book Description
This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.

Digital Transformation in Business and Society

Digital Transformation in Business and Society PDF Author: Babu George
Publisher: Springer Nature
ISBN: 3030082776
Category : Business & Economics
Languages : en
Pages : 306

Book Description
The digital traces that people leave behind as they conduct their daily lives provide a powerful resource for businesses to better understand the dynamics of an otherwise chaotic society. Digital technologies have become omnipresent in our lives and we still do not fully know how to make the best use of the data these technologies could harness. Businesses leveraging big data appropriately could definitely gain a sustainable competitive advantage. With a balanced mix of texts and cases, this book discusses a variety of digital technologies and how they transform people and organizations. It offers a debate on the societal consequences of the yet unfolding technological revolution and proposes alternatives for harnessing disruptive technologies for the greater benefit of all. This book will have wide appeal to academics in technology management, strategy, marketing, and human resource management.

Gamification by Design

Gamification by Design PDF Author: Gabe Zichermann
Publisher: "O'Reilly Media, Inc."
ISBN: 1449397670
Category : Computers
Languages : en
Pages : 211

Book Description
Provides information on creating Web and mobile applications based on the principles of game mechanics.