Books > Business & Economics > Business & management > Management & management techniques
|
Buy Now
For the Win, Revised and Updated Edition - The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact (Hardcover)
Loot Price: R1,008
Discovery Miles 10 080
You Save: R169
(14%)
|
|
For the Win, Revised and Updated Edition - The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact (Hardcover)
Expected to ship within 12 - 17 working days
|
"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.
General
Is the information for this product incomplete, wrong or inappropriate?
Let us know about it.
Does this product have an incorrect or missing image?
Send us a new image.
Is this product missing categories?
Add more categories.
Review This Product
No reviews yet - be the first to create one!
|
|
Email address subscribed successfully.
A activation email has been sent to you.
Please click the link in that email to activate your subscription.