World of Workcraft: Rediscovering Motivation and Engagement in the Digital Workplace
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.
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World of Workcraft: Rediscovering Motivation and Engagement in the Digital Workplace
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.
84.99 In Stock
World of Workcraft: Rediscovering Motivation and Engagement in the Digital Workplace

World of Workcraft: Rediscovering Motivation and Engagement in the Digital Workplace

by Dale Roberts
World of Workcraft: Rediscovering Motivation and Engagement in the Digital Workplace

World of Workcraft: Rediscovering Motivation and Engagement in the Digital Workplace

by Dale Roberts

Hardcover(1)

$84.99 
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Overview

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.

Product Details

ISBN-13: 9781472429056
Publisher: Taylor & Francis
Publication date: 06/28/2015
Edition description: 1
Pages: 178
Product dimensions: 6.88(w) x 9.69(h) x (d)

About the Author

Dale Roberts is a commentator, blogger and regular speaker on the impact of digital, mobile and social on business. He is currently European VP of Professional Services for Clarabridge helping some of the world’s largest companies make their customers happy using social and digital insights. Prior to this Roberts was part of the founding circle of Artesian Solutions, an innovator in social customer intelligence and a Director of Services for business intelligence giant Cognos. His first book, Decision Sourcing, is an inspiring commentary on the impact of social on corporate decision making.

Table of Contents

Part I Work and Play; Chapter 1 Game Changer; Chapter 2 Carrots, Sticks, Nudges and Fun; Chapter 3 Working for Free; Chapter 4 The Grindstone; Chapter 5 The Efficiency Paradox; Chapter 6 All the World’s a Game (and all the Men and Women Merely Players); Part II Motivation; Chapter 7 Intrinsicity; Chapter 8 Progression; Chapter 9 Epic Meaning; Chapter 10 The Sandbox; Chapter 11 Massively Multiplayer Work; Part III Designing for People; Chapter 12 Engagement Loops; Chapter 13 The Purposeful Play Design Process; Chapter 14 Afterword;
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