Why Games Are Good For Business [electronic resource] : How to Leverage the Power of Serious Games, Gamification and Simulations /
Routledge, Helen.author.
By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.
Description based upon print version of record.
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?
Summary7 Making a Difference to YOU; Game and digital literacy; Corporate training; Education; Health and crowdsourcing of information; The third sector; 8 Don't Be a Technology Magpie; The pace of change; Leverage what you have; Don't get swept up in the hype; Summary; 9 How to Get Involved - Next Steps for YOUR Organization; The quality plan; Roles, responsibilities and accountabilities; Development checklist; Process checklist; Budget guidelines; Building harmonious development relationships; Common areas of contention between clients and vendors; 10 What's Next for Serious Games?
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
Includes bibliographical references and index.
By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.
Management.
Organization.
Planning.
Personnel management.
Manpower policy.
Behavioral economics.
Leadership.
Management.
Organization.
Human Resource Management.
Human Resource Development.
Behavioral/Experimental Economics.
Business Strategy/Leadership.