TY - BOOK AU - Routledge,Helen TI - Why games are good for business: how to leverage the power of serious games, gamification and simulations SN - 9781137448965 AV - HD30.26 .R68 2016 U1 - 658.4/033 23 PY - 2016/// CY - Houndmills, Basingstoke, Hampshire, New York, NY PB - Palgrave Macmillan KW - Management games KW - Educational games KW - Game theory KW - Strategic planning KW - Management KW - Simulation methods KW - fast KW - Planspiel KW - gnd KW - Spieltheorie KW - Strategisches Management KW - Gamification N1 - Includes bibliographical references and index; Machine-generated contents note; 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: Remission --; 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 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 --; 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? --; Summary --; 7; Making a Difference to YOU --; Came 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 Games --; Enabling practice and empowering learners in education --; Gamification --; Virtual reality --; Augmented reality --; xAPI -- the new standard for tracking --; Concluding thoughts ER -