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  1. Gamify
    how gamification motivates people to do extraordinary things
    Autor*in: Burke, Brian
    Erschienen: [2014]; © 2014
    Verlag:  Bibliomotion, books + media, New York ; Abingdon

    Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited... mehr

    Hochschulbibliothek der Fachhochschule Aachen
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cyc≤ it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781937134860; 9781937134877; 9781351861786
    Schlagworte: Arbeitsmotivation; Computerspiel
    Umfang: 1 Online-Ressource (x, 181 Seiten), Illustrationen
  2. Gamify
    how gamification motivates people to do extraordinary things
    Autor*in: Burke, Brian
    Erschienen: [2014]
    Verlag:  Bibliomotion, Inc., Brookline, MA

    Technische Universität München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Würzburg-Schweinfurt Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
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    Volltext (URL des Erstveröffentlichers)
  3. Gamify
    how gamification motivates people to do extraordinary things
    Autor*in: Burke, Brian
    Erschienen: [2014]; © 2014
    Verlag:  Bibliomotion, books + media, New York ; Abingdon

    Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited... mehr

    Hochschulbibliothek der Fachhochschule Aachen
    keine Fernleihe

     

    Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cyc≤ it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781937134860; 9781937134877; 9781351861786
    Schlagworte: Arbeitsmotivation; Computerspiel
    Umfang: 1 Online-Ressource (x, 181 Seiten), Illustrationen