Transforming Society and Organizations through Gamification

Transforming Society and Organizations through Gamification

Author: Agnessa Spanellis

Publisher: Springer Nature

Published: 2021-05-07

Total Pages: 386

ISBN-13: 3030682072

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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.


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

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

Author: Bernardes, Oscar

Publisher: IGI Global

Published: 2022-01-28

Total Pages: 657

ISBN-13: 1799892255

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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.


Handbook of Research on Gamification Dynamics and User Experience Design

Handbook of Research on Gamification Dynamics and User Experience Design

Author: Bernardes, Oscar

Publisher: IGI Global

Published: 2022-05-20

Total Pages: 541

ISBN-13: 1668442922

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In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.


Game-Based Education Approaches to Inclusive Business Management

Game-Based Education Approaches to Inclusive Business Management

Author: Modarelli, Giuseppe

Publisher: IGI Global

Published: 2024-10-07

Total Pages: 390

ISBN-13:

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Addressing social inequalities and fostering holistic well-being has never been more pressing. As people grapple with environmental challenges and navigate the complexities of human interactions, the need for a paradigm shift in how businesses are managed becomes vital. Seeking to confront the profound issue at the heart of our societal fabric — the need for organizations, both public and private, to transcend conventional practices— emerges Game-Based Education Approaches to Inclusive Business Management as a tool for change. The book advocates for a transformative approach that integrates game-based learning and working methodologies to instigate a shift towards inclusivity, social responsibility, and overall well-being. Scholars, academics, practitioners, and those passionate about reshaping our societal fabric are invited to contribute to this collective effort, shaping a future where inclusivity and well-being are not mere ideals but integral components of business management. Grounded in the understanding that the fate of our planet hinges not only on environmental responsibility but also on the quality of human interactions within our work environments, this book ventures into uncharted territory. The objective is clear: to dissect the challenges impeding inclusive practices in business management. By melding research with game-based methodologies, the book seeks to uncover solutions that transcend traditional boundaries. It endeavors to examine the complexities of reducing inequalities and fostering inclusivity by delving into organizational, economic, and personal perspectives. The fusion of game-based learning and game-based working emerges as a driving force for promoting organizational well-being, challenging existing norms, and paving the way for a future where inclusivity is not just an aspiration but an intrinsic aspect of business management.


Research Handbook on Ethical Consumption

Research Handbook on Ethical Consumption

Author: Marylyn Carrigan

Publisher: Edward Elgar Publishing

Published: 2023-05-09

Total Pages: 415

ISBN-13: 1802202021

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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.


The Gamification of Society

The Gamification of Society

Author: Stéphane Le Lay

Publisher: John Wiley & Sons

Published: 2021-04-27

Total Pages: 226

ISBN-13: 178630645X

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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

Author: Edmond C. Prakash

Publisher: Springer

Published: 2015-08-07

Total Pages: 131

ISBN-13: 331918699X

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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.


The Routledge Handbook of Catalysts for a Sustainable Circular Economy

The Routledge Handbook of Catalysts for a Sustainable Circular Economy

Author: Hanna Lehtimäki

Publisher: Taylor & Francis

Published: 2023-11-30

Total Pages: 846

ISBN-13: 1000976734

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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.


Reimagining Systems Thinking in a Post-Pandemic World

Reimagining Systems Thinking in a Post-Pandemic World

Author: Azukas, M. Elizabeth

Publisher: IGI Global

Published: 2023-07-03

Total Pages: 345

ISBN-13: 1668472864

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The COVID-19 pandemic caused the largest systemic disruption in history. The pandemic was a complex phenomenon that impacted economic, political, and education systems. The pandemic had widespread business impacts, having forced many businesses to close, and the world is still impacted by the effects of supply chain disruptions. The pandemic also impacted political systems with disputes over mask mandates, lockdowns, and vaccine distribution. The COVID-19 pandemic further caused the most extensive education system disruption in history. The pandemic has highlighted the world’s complex interdependent structures, and it will require a multidisciplinary systems thinking approach for post-pandemic recovery and future pandemic prevention. Reimagining Systems Thinking in a Post-Pandemic World examines the role of systems thinking in a post-pandemic world. It identifies effective models of systems thinking and destems design and generates continuous knowledge building on systems thinking by addressing a multitude of industries and service communities. This book provides value in understanding the complexities of an interconnected world and in the exploration of effective approaches to systems thinking and design. Covering topics such as blended learning, local governments, and systems thinking, this premier reference source is an excellent resource for practitioners, policymakers, healthcare providers, business leaders and managers, educators of both K-12 and higher education, pre-service teachers, administrators and faculty, teacher educators, sociologists, librarians, researchers, and academicians.