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Networks powered by algorithms are pervasive. Major contemporary
technology trends - Internet of Things, Big Data, Digital Platform
Power, Blockchain, and the Algorithmic Society - are manifestations
of this phenomenon. The internet, which once seemed an unambiguous
benefit to society, is now the basis for invasions of privacy,
massive concentrations of power, and wide-scale manipulation. The
algorithmic networked world poses deep questions about power,
freedom, fairness, and human agency. The influential 1997 Federal
Communications Commission whitepaper "Digital Tornado" hailed the
"endless spiral of connectivity" that would transform society, and
today, little remains untouched by digital connectivity. Yet
fundamental questions remain unresolved, and even more serious
challenges have emerged. This important collection, which offers a
reckoning and a foretelling, features leading technology scholars
who explain the legal, business, ethical, technical, and public
policy challenges of building pervasive networks and algorithms for
the benefit of humanity. This title is also available as Open
Access on Cambridge Core.
"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.
Networks powered by algorithms are pervasive. Major contemporary
technology trends - Internet of Things, Big Data, Digital Platform
Power, Blockchain, and the Algorithmic Society - are manifestations
of this phenomenon. The internet, which once seemed an unambiguous
benefit to society, is now the basis for invasions of privacy,
massive concentrations of power, and wide-scale manipulation. The
algorithmic networked world poses deep questions about power,
freedom, fairness, and human agency. The influential 1997 Federal
Communications Commission whitepaper "Digital Tornado" hailed the
"endless spiral of connectivity" that would transform society, and
today, little remains untouched by digital connectivity. Yet
fundamental questions remain unresolved, and even more serious
challenges have emerged. This important collection, which offers a
reckoning and a foretelling, features leading technology scholars
who explain the legal, business, ethical, technical, and public
policy challenges of building pervasive networks and algorithms for
the benefit of humanity. This title is also available as Open
Access on Cambridge Core.
"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.
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