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La boîte à outils de la gamification
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Year: 2021 Publisher: Paris (5 Rue Laromiguière 75005) : Dunod,

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Abstract

Attribution de points, récompenses, statut, compétition et communauté... ces programmes de fidélité lancés dès 1980 par les compagnies aériennes ont posé le fondement de la gamification. La gamification, c'est l'utilisation des mécanismes du jeu dans d'autres univers non ludiques, par exemple celui de l'entreprise, en particulier des sites web, de situations d'apprentissage ou des réseaux sociaux. C'est un assemblage de mécaniques du jeu pour inciter les utilisateurs d'un service ou les collaborateurs d'une entreprise à s'engager plus dans une activité. Tous les domaines de l'entreprise peuvent l'utiliser : une interaction ludique et immersive pour booster l'apprentissage et la productivité, plus de ventes, une collaboration plus soutenue, plus d'engagement des clients et des collaborateurs... Airbnb, Google, Netflix, Nike, Snapchat, L'Oréal et bien d'autres utilisent le potentiel de la gamification pour créer des expériences engageantes et se différencier de leurs concurrents. Après avoir présenté les principes fondamentaux de la gamification, ce livre développe tous les outils pour mettre en œuvre une stratégie de gamification, pour plus de profits, de la formation en continu pour les collaborateurs, une meilleure communication et des employés engagés ! Les outils sont enrichis de cas d'entreprise, d'avis d'experts et de témoignages.

Keywords

Gamification.


Book
Einsatz von Gamification zum Fördern intrinsischer Motivation - Empirische Erkenntnisse und Gestaltungsempfehlungen
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ISBN: 3736964870 Year: 2021 Publisher: Göttingen, Germany : Cuvillier Verlag,

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Keywords

Gamification.


Book
Game-Based Learning and Gamification for Education
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Year: 2023 Publisher: Basel, Switzerland : MDPI - Multidisciplinary Digital Publishing Institute,

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The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escape room educational games, the evaluation of various digital educational games, and other topics.


Book
L'âge du jeu : pour une approche ludique des mutations numériques
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ISBN: 2724620852 9782724620856 Year: 2017 Publisher: Paris: Presses de la Fondation nationale des sciences politiques,

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Keywords

Gamification --- Games --- Video games


Book
La gamification du travail : l'ordre du jeu
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ISBN: 9781784052621 1784052620 Year: 2017 Publisher: Londres: ISTE,

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Les organisations de travail recourent régulièrement au jeu pour leurs actions de communication, de formation du personnel ou de simulation à des fins d'entraînement. Alors même que jeu et travail sont traditionnellement pensés comme opposés, cet usage sans cesse renouvelé du jeu par les managers interroge sur ce que l'entreprise et ses dirigeants lui trouvent d'utile. La gamification du travail questionne le sens et l'effectivité du jeu dans le contexte professionnel. Après avoir exposé le cadre conceptuel des théories du jeu, il traite plus précisément de la relation entre jeu et travail. En se basant sur l'observation de jeux de rôles et de simulations, ainsi que sur des entretiens avec ceux qui les mettent en place, il analyse des « mécaniques du jeu » propres à la gamification : immersion, inversion, fiction ou encore rôles. Enfin, il examine les raisons pour lesquelles le jeu est utilisé dans le cadre du travail et étudie les attentes des managers le concernant

Keywords

Travail --- Jeu --- Gamification


Book
Gamify : How Gamification Motivates People to do Extraordinary Things
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ISBN: 9781937134853 Year: 2014 Publisher: Brookline Bibliomotion

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Book
Game-Based Learning and Gamification for Education
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Year: 2023 Publisher: Basel, Switzerland : MDPI - Multidisciplinary Digital Publishing Institute,

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Abstract

The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escape room educational games, the evaluation of various digital educational games, and other topics.


Book
Gamification for Product Excellence : Make Your Product Stand Out with Higher User Engagement, Retention, and Innovation
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ISBN: 1837634432 Year: 2023 Publisher: Birmingham, England : Packt Publishing,

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Streamline your product management process with gamification strategies, frameworks, and best practices from experts to create remarkable products Key Features Design gamification frameworks that captivate users and deliver a compelling experience Build a successful gamification strategy to go from concept to prototype to production with ease Gamify product management processes using game techniques to effectively lead teams and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book Description Are you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have! This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you'll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You'll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation. By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional. What you will learn Explore gamification and learn how to engage your user with it Gain insights into the functionality and implementation of different gamification frameworks Master specific game elements and mechanics that can be used to improve user experiences Design a successful gamification strategy to test your hypothesis and develop a business case Implement and test the prototype you've created with users for feedback Say the right words to sell your gamification strategy to stakeholders Use design thinking exercises and game elements to improve the product management process Who this book is for If you are a product manager, product leader, or product designer weaving gamified experiences and crafting exceptional digital products from conception to reality, then this book is the absolute right pick for you. The topics covered will enable you to level up your products and unleash their full potential through gamification. All the gamification strategies and frameworks discussed in this book can be practically applied across different domains with ease.


Book
Game-Based Learning and Gamification for Education
Author:
Year: 2023 Publisher: Basel, Switzerland : MDPI - Multidisciplinary Digital Publishing Institute,

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Abstract

The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escape room educational games, the evaluation of various digital educational games, and other topics.


Book
The Power of Play : The Game Design Approach to Transforming Employee Engagement.
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ISBN: 1394230753 1394230761 Year: 2023 Publisher: Newark : John Wiley & Sons, Incorporated,

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"This book helps us to discover why people universally love games and how businesses can apply game design concepts to make work more enjoyable and motivating for everyone. The truth is that we spend most of our life at work, feeling increasingly unhappy about how the work happens. Using a combination of studies and stories, the book explores why our current approach to work is painful and outdated and how games give us a playbook to fix that. Did you know that we, on average, play 8.5 hours of games per week? While this varies slightly from East to West, we spend nearly one day per week immersed in this enjoyable problem-solving experience. And while there are an endless number of games, they fall into a few categories that closely link up with our deep personal motivations. What is also interesting is that motivations are enduring and have stayed with us since childhood. What if by finding out the games you played when you were young, we can uncover your deep personal motivations and help to find the best match for your work? Games carry many similarities with work in that both involve creative problem-solving, which requires deep focus. Games appeal to our innate desire for control by providing the freedom to choose a game and switch to a different game when we feel bored. We discover that games are engineered and refined to appeal to our core motivations, which, together with clever design, helps us achieve a state of flow. Covid and the subsequent disruption to status quo of work, was the largest freedom of work choice experience across the world. Having tasted the choice in their work, successive waves of people all over the world started rebelling against the factory-style work first by great resignations, followed by a great job reshuffle. We need a better way to make work enjoyable and engaged or risk a downward spiral of decreasing productivity and economic stagnation. Gamification by itself does not work, as it misses the point that we as individuals have different needs and motivations. Hence a one size fits all approach does not work. Imagine if you were a person that enjoys tennis and we put you in front of a slot machine for the next three years, 8 hours per day, your satisfaction is likely to be very low. The book addresses the points of pain and opportunity around making work more engaging. It offers practical insights into how we can tap into the intrinsic motivations to create a more satisfying work experience."--

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