Changing the Game

Changing the Game

Author: David Edery

Publisher: FT Press

Published: 2008-10-07

Total Pages: 238

ISBN-13: 0137151756

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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

Entrepreneurship and the Creative Economy

Author: Colette Henry

Publisher: Edward Elgar Publishing

Published: 2011-01-01

Total Pages: 241

ISBN-13: 0857933051

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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

Big Data Marketing Strategies for Superior Customer Experience

Author: Saura, Jose Ramon

Publisher: IGI Global

Published: 2023-04-17

Total Pages: 364

ISBN-13: 166846456X

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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.


For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition

Author: Kevin Werbach

Publisher: University of Pennsylvania Press

Published: 2020-11-10

Total Pages: 153

ISBN-13: 1613631049

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"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

Learning and Collaboration Technologies

Author: Panayiotis Zaphiris

Publisher: Springer Nature

Published: 2023-06-08

Total Pages: 620

ISBN-13: 3031345509

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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

America's Digital Army

Author: Robertson Allen

Publisher: U of Nebraska Press

Published: 2017

Total Pages: 275

ISBN-13: 1496200616

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"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

Goals and Games

Author: David Edery

Publisher: Pearson Education

Published: 2009-10-16

Total Pages: 23

ISBN-13: 0132143410

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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

Games and Learning Alliance

Author: Alessandro De Gloria

Publisher: Springer

Published: 2015-09-02

Total Pages: 196

ISBN-13: 3319229605

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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

The Gameful World

Author: Steffen P. Walz

Publisher: MIT Press

Published: 2015-01-23

Total Pages: 687

ISBN-13: 0262325721

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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.