Routledge, Helen,
Why games are good for business : how to leverage the power of serious games, gamification and simulations / Helen Routledge. - xvii, 215 pages ; 23 cm
Includes bibliographical references and index.
Machine-generated contents note: 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 -- 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 -- 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: Remission -- Market research: a face-to-face training simulation -- Dental technology: Digital and board games for dental technicians -- A Look Behind the Scenes -- Responding to a request for proposal -- Setting up your team -- Designing 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 -- 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? -- How Was It for You? -- Return on investment vs return on engagement -- So where's the evidence? -- Summary -- Making a Difference to YOU -- Came and digital literacy -- Corporate training -- Education -- Health and crowdsourcing of information -- The third sector -- Don't Be a Technology Magpie -- The pace of change -- Leverage what you have -- Don't get swept up in the hype -- Summary -- 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 -- What's Next for Serious Games? -- The rise and rise of Serious Games -- Enabling practice and empowering learners in education -- Gamification -- Virtual reality -- Augmented reality -- xAPI -- the new standard for tracking -- Concluding thoughts. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
9781137448965 1137448962
Palgrave Macmillan, C/O Springer 233 Spring st, New York, NY, USA, 10013, (212)4601500 SAN 203-2228
2015025763
Management games.
Educational games.
Game theory.
Strategic planning.
Management--Simulation methods.
Educational games.
Game theory.
Management games.
Management--Simulation methods.
Strategic planning.
Planspiel
Spieltheorie
Strategisches Management
Gamification
HD30.26 / .R68 2016
658.4/033
Why games are good for business : how to leverage the power of serious games, gamification and simulations / Helen Routledge. - xvii, 215 pages ; 23 cm
Includes bibliographical references and index.
Machine-generated contents note: 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 -- 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 -- 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: Remission -- Market research: a face-to-face training simulation -- Dental technology: Digital and board games for dental technicians -- A Look Behind the Scenes -- Responding to a request for proposal -- Setting up your team -- Designing 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 -- 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? -- How Was It for You? -- Return on investment vs return on engagement -- So where's the evidence? -- Summary -- Making a Difference to YOU -- Came and digital literacy -- Corporate training -- Education -- Health and crowdsourcing of information -- The third sector -- Don't Be a Technology Magpie -- The pace of change -- Leverage what you have -- Don't get swept up in the hype -- Summary -- 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 -- What's Next for Serious Games? -- The rise and rise of Serious Games -- Enabling practice and empowering learners in education -- Gamification -- Virtual reality -- Augmented reality -- xAPI -- the new standard for tracking -- Concluding thoughts. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
9781137448965 1137448962
Palgrave Macmillan, C/O Springer 233 Spring st, New York, NY, USA, 10013, (212)4601500 SAN 203-2228
2015025763
Management games.
Educational games.
Game theory.
Strategic planning.
Management--Simulation methods.
Educational games.
Game theory.
Management games.
Management--Simulation methods.
Strategic planning.
Planspiel
Spieltheorie
Strategisches Management
Gamification
HD30.26 / .R68 2016
658.4/033