Why games are good for business : how to leverage the power of serious games, gamification and simulations /: how to leverage the power of serious games, gamification and simulations. (2016)
- Record Type:
- Book
- Title:
- Why games are good for business : how to leverage the power of serious games, gamification and simulations /: how to leverage the power of serious games, gamification and simulations. (2016)
- Main Title:
- Why games are good for business : how to leverage the power of serious games, gamification and simulations
- Further Information:
- Note: Helen Routledge.
- Authors:
- Routledge, Helen
- Contents:
- Cover; Contents; Figures and Tables; Foreword; Preface; 1 Serious Games -- What, Why, How and Who?; Are games really the sophisticated training solution I'm looking for?; Personal motivations; So why now?; If you only read one section of this book, make it this one!; So who's using them?; Education; Environmentalism; Crowdsourcing problem-solving/information; So where's the evidence?; Summary; 2 If I "Feel" It -- I Remember It; The complexity of games; More popular than ever; Choice; Feedback; Pacing; Practice; Enjoyment or fun; Readiness; The state of flow; Summary. 3 So What Can You Do with Serious Games?Process: The Shell Process End 2 End Demonstration; Service: Gaming mechanics in practice: developing McDonald's award-winning till-training game; Charity: The Butterfly Project; Financial retail: Simulations for banking professionals; Vocational education : Using virtual and augmented reality; Health care: The Harm Free Game and The Dysphagia Game; Medical: Re-Mission; Market research: a face-to-face training simulation; Dental technology: Digital and board games for dental technicians; 4 A Look Behind the Scenes; Responding to a request for proposal. Setting up your teamDesigning the solution; Concept development; High-level design; Detailed functional design; Application development; User acceptance testing; Launch; Creating a buzz!; Wrapping up; Top tips from those who have been there and done it!; Bug reporting guidelines; 5 The Case for Genuinely Blended Learning;Cover; Contents; Figures and Tables; Foreword; Preface; 1 Serious Games -- What, Why, How and Who?; Are games really the sophisticated training solution I'm looking for?; Personal motivations; So why now?; If you only read one section of this book, make it this one!; So who's using them?; Education; Environmentalism; Crowdsourcing problem-solving/information; So where's the evidence?; Summary; 2 If I "Feel" It -- I Remember It; The complexity of games; More popular than ever; Choice; Feedback; Pacing; Practice; Enjoyment or fun; Readiness; The state of flow; Summary. 3 So What Can You Do with Serious Games?Process: The Shell Process End 2 End Demonstration; Service: Gaming mechanics in practice: developing McDonald's award-winning till-training game; Charity: The Butterfly Project; Financial retail: Simulations for banking professionals; Vocational education : Using virtual and augmented reality; Health care: The Harm Free Game and The Dysphagia Game; Medical: Re-Mission; Market research: a face-to-face training simulation; Dental technology: Digital and board games for dental technicians; 4 A Look Behind the Scenes; Responding to a request for proposal. Setting up your teamDesigning the solution; Concept development; High-level design; Detailed functional design; Application development; User acceptance testing; Launch; Creating a buzz!; Wrapping up; Top tips from those who have been there and done it!; Bug reporting guidelines; 5 The Case for Genuinely Blended Learning; Origins; It is to do with learning styles; It is to do with technology; Creating a true blend; Experiences creating blended programs; What does blended learning mean to you?; 6 How Was It for You?; Return on investment vs return on engagement; So where's the evidence? The rise and rise of Serious GamesEnabling practice and empowering learners in education; Gamification; Virtual reality; Augmented reality; xAPI -- the new standard for tracking; Concluding thoughts; References; Index. … (more)
- Publisher Details:
- Houndmills, Basingstoke, Hampshire : Palgrave Macmillan
- Publication Date:
- 2016
- Extent:
- 1 online resource
- Subjects:
- 658.4/0353
Business
Management games
Educational games
Game theory
Strategic planning
Management -- Simulation methods
Management science
Management
Organization
Personnel management
Manpower policy
Behavioral economics
Leadership
BUSINESS & ECONOMICS -- Industrial Management
BUSINESS & ECONOMICS -- Management
BUSINESS & ECONOMICS -- Management Science
BUSINESS & ECONOMICS -- Organizational Behavior
Educational games
Game theory
Management games
Management -- Simulation methods
Strategic planning
Business & Economics -- Strategic Planning
Business & Economics -- Human Resources & Personnel Management
Business & Economics -- Organizational Behavior
Business & Economics -- Management
Organizational theory & behaviour
Personnel & human resources management
Behavioural economics
Business strategy
Management & management techniques
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781137448989
1137448989
1349580635
9781349580637 - Related ISBNs:
- 9781349580637
9781137448965
1137448962 - Notes:
- Note: Includes bibliographical references and index.
Note: Print version record. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.299600
- Ingest File:
- 02_329.xml