Why games are good for business : how to leverage the power of serious games, gamification and simulations / Helen Routledge.

By: Routledge, Helen [author.]Material type: TextTextPublisher: Houndmills, Basingstoke, Hampshire ; New York, NY : Palgrave Macmillan, 2016Description: xvii, 215 pages ; 23 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9781137448965; 1137448962Subject(s): 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 | GamificationDDC classification: 658.4/033 LOC classification: HD30.26 | .R68 2016
Contents:
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.
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Item type Current library Call number Copy number Status Notes Date due Barcode
Books Books Female Library
HD30.26 .R68 2016 (Browse shelf (Opens below)) 1 Available STACKS 51952000233336
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HD30.26 .R68 2016 (Browse shelf (Opens below)) 1 Available STACKS 51952000233343

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.

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