Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification

Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification
Author :
Publisher : McGraw Hill Professional
Total Pages : 303
Release :
ISBN-10 : 9780071813389
ISBN-13 : 0071813381
Rating : 4/5 (89 Downloads)

Synopsis Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification by : Rajat Paharia

Learn the secret to using big data and gamification to motivate, engage, and engender true loyalty among your customers, employees, and partners As our lives move online and nearly everything we do is being mediated by technology, all of our activity is generating reams of data – we are all “walking data generators.” Loyalty 3.0 reveals how to combine this “big data” with the latest understanding of human motivation to power gamification - the data-driven motivational techniques used by game designers to stimulate engagement, participation, and activity. With this potent combination, businesses now have a powerful engine for creating true loyalty among their customers, employees, and partners, and for generating a sustainable competitive advantage in their markets. Loyalty 3.0 is a book that will redefine how you think about loyalty, and will open your eyes to the power of data to engage and motivate anyone, anywhere. Rajat Paharia created the gamification industry in 2007 as the founder and Chief Product Officer at Bunchball, which has been recognized as an industry leader and innovator by Fast Company, TechCrunch, MSNBC, Forbes, and many others. Prior to Bunchball, Rajat worked at the intersection of technology, design, and user experience at world-renowned design firm IDEO.

Gamification in A Flipped Classroom

Gamification in A Flipped Classroom
Author :
Publisher : Springer Nature
Total Pages : 212
Release :
ISBN-10 : 9789819722198
ISBN-13 : 9819722195
Rating : 4/5 (98 Downloads)

Synopsis Gamification in A Flipped Classroom by : Zamzami Zainuddin

World of Workcraft

World of Workcraft
Author :
Publisher : Routledge
Total Pages : 179
Release :
ISBN-10 : 9781134784936
ISBN-13 : 1134784937
Rating : 4/5 (36 Downloads)

Synopsis World of Workcraft by : Dale Roberts

Research demonstrated some years ago that there is a strong positive correlation between ’play’, ’fun’ and organisational performance. More recently, organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. The practical application of gamification is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. In a nutshell, gamification is the concept of applying engaging elements of game theory to non-game applications. An example would be to create a game to learn something new for work. Companies need to embrace the idea of blending games with work. And in order for that to happen, gamification must have a basic knowledge base and skill set, as well as both theory and practical application of its core principles. Dale Roberts’s World of Workcraft provides the context and background to the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. He also provides guidance on how to (and how not to) introduce these concepts successfully.

The Gameful World

The Gameful World
Author :
Publisher : MIT Press
Total Pages : 687
Release :
ISBN-10 : 9780262028004
ISBN-13 : 026202800X
Rating : 4/5 (04 Downloads)

Synopsis The Gameful World by : Steffen P. Walz

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

The Business of Gamification

The Business of Gamification
Author :
Publisher : Taylor & Francis
Total Pages : 252
Release :
ISBN-10 : 9781317581451
ISBN-13 : 1317581458
Rating : 4/5 (51 Downloads)

Synopsis The Business of Gamification by : Mikolaj Dymek

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice
Author :
Publisher : IGI Global
Total Pages : 690
Release :
ISBN-10 : 9781522551997
ISBN-13 : 1522551999
Rating : 4/5 (97 Downloads)

Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

The Gamification of Citizens' Participation in Policymaking

The Gamification of Citizens' Participation in Policymaking
Author :
Publisher : Springer
Total Pages : 147
Release :
ISBN-10 : 9783319785714
ISBN-13 : 3319785710
Rating : 4/5 (14 Downloads)

Synopsis The Gamification of Citizens' Participation in Policymaking by : Kai Masser

This book examines the use of game elements to encourage citizens to participate in political decision-making and the planning of large-scale public sector projects. It argues that success is based on a personal concern with the project and a belief in the influence on political decision making, but also on fun. Without fun, only a very small group of the ‘usual suspects’ will participate, especially in classic policymaking approaches like citizens’ panels which require time and physical attendance. The book also examines the relationship between representative democracy and citizen participation from the perspective of direct democratic instruments in Germany. Readers from different countries with different political systems can decide for themselves, if and how the results from Germany are transferable to their respective conditions. Grounded in theoretical literature and statistical data, the book also makes use of narratives, applying a ‘storytelling’ approach to the case studies.

Advances in Crowdsourcing

Advances in Crowdsourcing
Author :
Publisher : Springer
Total Pages : 183
Release :
ISBN-10 : 9783319183411
ISBN-13 : 3319183419
Rating : 4/5 (11 Downloads)

Synopsis Advances in Crowdsourcing by : Fernando J. Garrigos-Simon

​​This book attempts to link some of the recent advances in crowdsourcing with advances in innovation and management. It contributes to the literature in several ways. First, it provides a global definition, insights and examples of this managerial perspective resulting in a theoretical framework. Second, it explores the relationship between crowdsourcing and technological innovation, the development of social networks and new behaviors of Internet users. Third, it explores different crowdsourcing applications in various sectors such as medicine, tourism, information and communication technology (ICT), and marketing. Fourth, it observes the ways in which crowdsourcing can improve production, finance, management and overall managerial performance. Crowdsourcing, also known as “massive outsourcing” or “voluntary outsourcing,” is the act of taking a job or a specific task usually performed by an employee of a company or contractors, and outsourcing it to a large group of people or a community (crowd or mass) via the Internet, through an open call. The term was coined by Jeff Howe in a 2006 issue of Wired magazine. It is being developed in different sciences (i.e., medicine, engineering, ICT, management) and is used in the most successful companies of the modern era (i.e., Apple, Facebook, Inditex, Starbucks). The developments in crowdsourcing has theoretical and practical implications, which will be explored in this book. Including contributions from international academics, scholars and professionals within the field, this book provides a global, multidimensional perspective on crowdsourcing.​

Systems, Software and Services Process Improvement

Systems, Software and Services Process Improvement
Author :
Publisher : Springer
Total Pages : 683
Release :
ISBN-10 : 9783319642185
ISBN-13 : 3319642189
Rating : 4/5 (85 Downloads)

Synopsis Systems, Software and Services Process Improvement by : Jakub Stolfa

This volume constitutes the refereed proceedings of the 24th EuroSPI conference, held in Ostrava, Czech Republic, in September 2017.The 56 revised full papers presented were carefully reviewed and selected from 97 submissions. They are organized in topical sections on SPI and VSEs, SPI and process models, SPI and safety, SPI and project management, SPI and implementation, SPI issues, SPI and automotive, selected key notes and workshop papers, GamifySPI, SPI in Industry 4.0, best practices in implementing traceability, good and bad practices in improvement, safety and security, experiences with agile and lean, standards and assessment models, team skills and diversity strategies.

Designing Gamified Systems

Designing Gamified Systems
Author :
Publisher : CRC Press
Total Pages : 337
Release :
ISBN-10 : 9781317931430
ISBN-13 : 1317931432
Rating : 4/5 (30 Downloads)

Synopsis Designing Gamified Systems by : Sari Gilbert

Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice