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E-raamat: Why Games Are Good For Business: How to Leverage the Power of Serious Games, Gamification and Simulations

  • Formaat: PDF+DRM
  • Ilmumisaeg: 26-Jan-2016
  • Kirjastus: Palgrave Macmillan
  • Keel: eng
  • ISBN-13: 9781137448989
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 26-Jan-2016
  • Kirjastus: Palgrave Macmillan
  • Keel: eng
  • ISBN-13: 9781137448989

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By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating learning experiences that are genuinely engaging, endlessly flexible, and extremely cost effective. They're called Serious Games. People learn more, learn better, and learn faster when they are emotionally engaged. Serious games are how you leverage the power of play to create emotional engagement.

Why Serious Games Are Good For Business is an innovative and practical toolkit for those who want to learn about more serious games and how to apply them in their organizations. Featuring fascinating examples of how organizations as diverse as L'Oreal, Shell, the NHS, and Cancer Research UK, are using serious games to lead a quiet revolution in learning and development, as well as surprising case studies on how games are making an impact in even the most remote and underprivileged corners of the world.

Muu info

'Helen gives us a valuable resource to help potential clients understand serious games. Individuals considering serious games will do well to let this book be their guide, drawing upon her intuition and experience distilled into useful frameworks to understand benefits, process, and more. Filled with useful tips, tools, data, and examples, this book is a worthwhile addition to the canon.' -Clark Quinn, Executive Director, Quinnovation 'Games, simulations, and role-playing have always played a vital role in learning and development. Today, the commercial success of video games has enabled corporate organizations to improve the cost effectiveness of their HR activities through the serious use of these technologies. The author of this book is one of the most experienced and respected experts in serious games.' -David Wortley, Entrepreneur and Gamification Specialist 'Helen Routledge's new book Why Games Are Good For Business is a compelling journey through the overall landscape of serious games, what they are, why they work and who is using them to achieve market advantage. As one of the rare experts who can genuinely claim to have shaped the serious games space, Helen explores the market opportunity in various sectors and conveys how role-playing can help you understand your competitors' thinking and anticipate their next move." -Eliane Alhadeff, Serious Games Market Editor 'Helen's book is the first I've read that manages to take the state of the art put it in the context of someone who might want to commission a serious game or who has an interest but isn't already researching or making games. Helen's background in psychology and extensive experience as a practitioner give her the ideal background for this book and I plan on buying a copy for anyone who commissions us to design them a serious game.' -David Farrell, University Lecturer in Games Design, Glasgow Caledonian University 'Serious games are complicated and sophisticated software systems bridging specific business or education needs (e.g. training, communication, behavioural change) with the world of game-making. Consequently, designing a successful serious game is a necessarily complex and collaborative process in which all stakeholders must fully engage. In her new book Why Games Are Good For Business Helen Routledge shares her extensive knowledge and expertise as a leading serious game designer and provide the reader with a remarkably concrete and practical account of serious games, their potential benefits to businesses and the process of making them.' -Sandy Louchart, serious game researcher and lecturer, Digital Design Studio at the Glasgow School of Art
Figures and Tables
x
Foreword xi
Richard Smith
Preface xvi
1 Serious Games -- What, Why, How and Who?
1(25)
Are games really the sophisticated training solution I'm looking for?
2(3)
Personal motivations
5(1)
So why now?
6(7)
If you only read one section of this book, make it this one!
13(4)
So who's using them?
17(3)
Education
20(1)
Environmentalism
21(1)
Crowdsourcing problem-solving/information
22(1)
So where's the evidence?
23(1)
Summary
23(3)
2 If I "Feel" It -- I Remember It
26(24)
The complexity of games
28(1)
More popular than ever
28(2)
Choice
30(2)
Feedback
32(4)
Pacing
36(7)
Practice
43(1)
Enjoyment or fun
44(1)
Readiness
45(1)
The state of flow
46(1)
Summary
47(3)
3 So What Can You Do with Serious Games?
50(38)
Process: The Shell Process End 2 End Demonstration
50(8)
Service: Gaming mechanics in practice: developing McDonald's award-winning till-training game
58(5)
Charity: The Butterfly Project
63(6)
Financial retail: Simulations for banking professionals
69(6)
Vocational education: Using virtual and augmented reality
75(3)
Health care: The Harm Free Game and The Dysphagia Game
78(3)
Medical: Remission
81(2)
Market research: a face-to-face training simulation
83(1)
Dental technology: Digital and board games for dental technicians
84(4)
4 A Look Behind the Scenes
88(26)
Responding to a request for proposal
91(2)
Setting up your team
93(1)
Designing the solution
94(4)
Concept development
98(1)
High-level design
99(1)
Detailed functional design
100(1)
Application development
101(3)
User acceptance testing
104(1)
Launch
105(1)
Creating a buzz!
106(4)
Wrapping up
110(1)
Top tips from those who have been there and done it!
111(2)
Bug reporting guidelines
113(1)
5 The Case for Genuinely Blended Learning
114(24)
Origins
115(1)
It is to do with learning styles
115(2)
It is to do with technology
117(1)
Creating a true blend
117(8)
Experiences creating blended programs
125(12)
What does blended learning mean to you?
137(1)
6 How Was It for You?
138(11)
Return on investment vs return on engagement
141(2)
So where's the evidence?
143(4)
Summary
147(2)
7 Making a Difference to YOU
149(16)
Came and digital literacy
149(2)
Corporate training
151(4)
Education
155(6)
Health and crowdsourcing of information
161(3)
The third sector
164(1)
8 Don't Be a Technology Magpie
165(10)
The pace of change
168(1)
Leverage what you have
169(2)
Don't get swept up in the hype
171(2)
Summary
173(2)
9 How to Get Involved --- Next Steps for Your Organization
175(15)
The quality plan
175(2)
Roles, responsibilities and accountabilities
177(3)
Development checklist
180(1)
Process checklist
181(4)
Budget guidelines
185(3)
Building harmonious development relationships
188(1)
Common areas of contention between clients and vendors
189(1)
10 What's Next for Serious Games?
190(13)
The rise and rise of Serious Games
190(2)
Enabling practice and empowering learners in education
192(3)
Gamification
195(1)
Virtual reality
196(1)
Augmented reality
197(1)
xAPI -- the new standard for tracking
198(2)
Concluding thoughts
200(3)
References 203(3)
Index 206
Helen Routledge is one of Europe's leading designers of Serious Games and a regular speaker at international industry events. With a background and passion in behavioral sciences and psychology Helen has over a decade of experience in applying behavioral and cognitive theories to highly-interactive Serious Games. Helen's knowledge of psychology and game mechanics has been applied to an incredibly varied range of solutions including team building, leadership, sales training, IT security, and disease control across many verticals such as corporate training defence, health care, education, and maritime sectors. An avid blogger and writer on the subject of Serious Games design, Helen's experience has gained her credibility and a name within the industry as one of the leaders, innovators, and entrepreneurs within the sector.