Play at Work

Play at Work

Author: Adam L. Penenberg

Publisher: Penguin

Published: 2013-10-03

Total Pages: 259

ISBN-13: 1101623020

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Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.


The Gamification of Work

The Gamification of Work

Author: Emmanuelle Savignac

Publisher: John Wiley & Sons

Published: 2017-02-21

Total Pages: 212

ISBN-13: 1786301237

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Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.


The Game of Work

The Game of Work

Author: Charles A. Coonradt

Publisher: Gibbs Smith

Published: 2007

Total Pages: 208

ISBN-13: 9781423601579

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Since its original printing in 1984, The Game of Work helped thousands of companies and hundreds of thousands of managers and employees experience increased job enjoyment while producing extraordinary results. The Game of Work examines the question of why people work harder at sports and recreation than they do on the job and uses these as metaphors for inspirational leadership strategies. Corporations worldwide have enjoyed the increased productivity, employee satisfaction and motivation, and bottom-line profits by implementing the concepts taught in The Game of Work. As qualified people become increasingly difficult to attract and retain, the implementation of the five principles in this book is the one key factor to improving results, retention, and recruitment. Five principles of The Game of Work: Frequent feedback; Better scorekeeping; Clearly defined goals; Consistent coaching; A higher degree of personal choice.


The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

Author: Mary Scannell

Publisher: McGraw Hill Professional

Published: 2010-05-28

Total Pages: 240

ISBN-13: 0071743669

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Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.


How Do Video Games Work?

How Do Video Games Work?

Author: L. E. Carmichael

Publisher: Lerner Publications

Published: 2015-08-01

Total Pages: 36

ISBN-13: 1467780790

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"Young readers will love this exciting, in-depth yet accessible look at how video games work and how they are made."--


Count Me in

Count Me in

Author: Mark Collard

Publisher: Playmeo Pty Limited

Published: 2021-08

Total Pages: 262

ISBN-13: 9780934387309

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This publication contains ice-breakers, energisers, interactive games and team events - in total more then 140 activities, each accompanied with at least one variation. A veritable treasure chest of programming ideas, perfect for any group of people, especially if there are a lot of them.


People Games at Work

People Games at Work

Author: Min Liu

Publisher: Createspace Independent Publishing Platform

Published: 2016-08-18

Total Pages: 56

ISBN-13: 9781537139968

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FROM THE AUTHOR OF AMAZON #1 CATEGORY BESTSELLER "PEOPLE GAMES: THE TEN MOST COMMON MIND GAMES AND POWER PLAYS PEOPLE PLAY"... These days, getting ahead in the workplace and keeping your job is hard enough as it is, but power plays and mind games in the workplace and workplace bullying can downright make going to work unbearable. Most people are in the dark about how to address these insidious maneuvers and deal with unsavory characters at work. However, it doesn't have to be this way for you anymore... INTRODUCING "PEOPLE GAMES AT WORK: POWER PLAYS, MIND GAMES, AND WORKPLACE BULLYING": If you are sick and tired of workplace bullying and/or being taken advantage of at work by manipulative people, PEOPLE GAMES AT WORK will enlighten you on: (1) HOW TO SPOT the most common power plays and mind games that are played in the workplace, such as gossip/disinformation and threats/putdowns, and how to prevent such power plays and mind games from occurring in the first place; (2) A SIX-STEP method for dealing with power plays, mind games, and workplace bullying; (3) The FIVE main strategies for combating workplace bullying (and which ones work best and which ones completely fail to achieve results); and (4) An EASY THREE-PART FORMULA for developing verbal responses to workplace bullying that stop workplace bullies in their tracks. Get back your self-confidence, self-esteem, and thrive again at work. Banish your tormenters at work for good. And, make work pleasant and pleasurable once again! ***LIMITED TIME ONLY: SPECIAL BONUS INCLUDED ("THE DEFINITIVE GUIDE TO UPWARD INFLUENCE TACTICS", A $49.99 VALUE AND NOT AVAILABLE FOR SALE ANYWHERE ELSE)!! THIS GUIDE WILL TEACH YOU THE METHODS SAVVY PEOPLE UTILIZE TO IMPRESS UPPER MANAGEMENT. DON'T MISS IT!


Total Engagement

Total Engagement

Author: Byron Reeves

Publisher: Harvard Business Press

Published: 2009-11-03

Total Pages: 286

ISBN-13: 1422155137

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Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.


Monster Hunter International

Monster Hunter International

Author: Larry Correia

Publisher: Baen Publishing Enterprises

Published: 2009-08-01

Total Pages: 650

ISBN-13: 1618247344

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Welcome to Monster Hunter International. Five days after Owen Zastava Pitt pushed his insufferable boss out of a fourteenth story window, he woke up in the hospital with a scarred face, an unbelievable memory, and a job offer. It turns out that monsters are real. All the things from myth, legend, and B-movies are out there, waiting in the shadows. Officially secret, some of them are evil, and some are just hungry. On the other side are the people who kill monsters for a living. Monster Hunter International is the premier eradication company in the business. And now Owen is their newest recruit. It's actually a pretty sweet gig, except for one little problem. An ancient entity known as the Cursed One has returned to settle a centuries old vendetta. Should the Cursed One succeed, it means the end of the world, and MHI is the only thing standing in his way. With the clock ticking towards Armageddon, Owen finds himself trapped between legions of undead minions, belligerent federal agents, a cryptic ghost who has taken up residence inside his head, and the cursed family of the woman he loves. Business is good . . . At the publisher's request, this title is sold without DRM (Digital Rights Management). Lexile Score: 710


Play Between Worlds

Play Between Worlds

Author: T. L. Taylor

Publisher: MIT Press

Published: 2009-02-13

Total Pages: 206

ISBN-13: 0262250543

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A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.