| 000 | 05192cam a2200661 i 4500 | ||
|---|---|---|---|
| 001 | u14456 | ||
| 003 | SA-PMU | ||
| 005 | 20210418125105.0 | ||
| 008 | 150709s2016 enk b 001 0 eng | ||
| 010 | _a 2015025763 | ||
| 040 |
_aDLC _beng _erda _cDLC _dYDX _dBDX _dBTCTA _dYDXCP _dOCLCF _dCDX _dBKL _dCHVBK _dOCLCO _dSFR _dCSAIL |
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| 020 |
_a9781137448965 _qhardback |
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| 020 |
_a1137448962 _qhardback |
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| 035 | _a(OCoLC)913712196 | ||
| 037 |
_bPalgrave Macmillan, C/O Springer 233 Spring st, New York, NY, USA, 10013, (212)4601500 _nSAN 203-2228 |
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| 042 | _apcc | ||
| 050 | 0 | 0 |
_aHD30.26 _b.R68 2016 |
| 082 | 0 | 0 |
_a658.4/033 _223 |
| 100 | 1 |
_aRoutledge, Helen, _eauthor. |
|
| 245 | 1 | 0 |
_aWhy games are good for business : _bhow to leverage the power of serious games, gamification and simulations / _cHelen Routledge. |
| 264 | 1 |
_aHoundmills, Basingstoke, Hampshire ; _aNew York, NY : _bPalgrave Macmillan, _c2016. |
|
| 300 |
_axvii, 215 pages ; _c23 cm |
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| 336 |
_atext _2rdacontent |
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| 337 |
_aunmediated _2rdamedia |
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| 338 |
_avolume _2rdacarrier |
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| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | 0 |
_aMachine-generated contents note: _g1. _tSerious Games -- What, Why, How and Who? -- _tAre games really the sophisticated training solution I'm looking for? -- _tPersonal motivations -- _tSo why now? -- _tIf you only read one section of this book, make it this one! -- _tSo who's using them? -- _tEducation -- _tEnvironmentalism -- _tCrowdsourcing problem-solving/information -- _tSo where's the evidence? -- _tSummary -- _g2. _tIf I "Feel" It -- I Remember It -- _tThe complexity of games -- _tMore popular than ever -- _tChoice -- _tFeedback -- _tPacing -- _tPractice -- _tEnjoyment or fun -- _tReadiness -- _tThe state of flow -- _tSummary -- _g3. _tSo What Can You Do with Serious Games? -- _tProcess: The Shell Process End 2 End Demonstration -- _tService: Gaming mechanics in practice: developing McDonald's award-winning till-training game -- _tCharity: The Butterfly Project -- _tFinancial retail: Simulations for banking professionals -- _tVocational education: Using virtual and augmented reality -- _tHealth care: The Harm Free Game and The Dysphagia Game -- _tMedical: Remission -- _tMarket research: a face-to-face training simulation -- _tDental technology: Digital and board games for dental technicians -- _g4. _tA Look Behind the Scenes -- _tResponding to a request for proposal -- _tSetting up your team -- _tDesigning the solution -- _tConcept development -- _tHigh-level design -- _tDetailed functional design -- _tApplication development -- _tUser acceptance testing -- _tLaunch -- _tCreating a buzz! -- _tWrapping up -- _tTop tips from those who have been there and done it! -- _tBug reporting guidelines -- _g5. _tThe Case for Genuinely Blended Learning -- _tOrigins -- _tIt is to do with learning styles -- _tIt is to do with technology -- _tCreating a true blend -- _tExperiences creating blended programs -- _tWhat does blended learning mean to you? -- _g6. _tHow Was It for You? -- _tReturn on investment vs return on engagement -- _tSo where's the evidence? -- _tSummary -- _g7. _tMaking a Difference to YOU -- _tCame and digital literacy -- _tCorporate training -- _tEducation -- _tHealth and crowdsourcing of information -- _tThe third sector -- _g8. _tDon't Be a Technology Magpie -- _tThe pace of change -- _tLeverage what you have -- _tDon't get swept up in the hype -- _tSummary -- _g9. _tHow to Get Involved -- Next Steps for Your Organization -- _tThe quality plan -- _tRoles, responsibilities and accountabilities -- _tDevelopment checklist -- _tProcess checklist -- _tBudget guidelines -- _tBuilding harmonious development relationships -- _tCommon areas of contention between clients and vendors -- _g10. _tWhat's Next for Serious Games? -- _tThe rise and rise of Serious Games -- _tEnabling practice and empowering learners in education -- _tGamification -- _tVirtual reality -- _tAugmented reality -- _txAPI -- the new standard for tracking -- _tConcluding thoughts. |
| 650 | 0 | _aManagement games. | |
| 650 | 0 | _aEducational games. | |
| 650 | 0 | _aGame theory. | |
| 650 | 0 | _aStrategic planning. | |
| 650 | 0 |
_aManagement _xSimulation methods. |
|
| 650 | 7 |
_aEducational games. _2fast _0(OCoLC)fst00903467 |
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| 650 | 7 |
_aGame theory. _2fast _0(OCoLC)fst00937501 |
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| 650 | 7 |
_aManagement games. _2fast _0(OCoLC)fst01007265 |
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| 650 | 7 |
_aManagement _xSimulation methods. _2fast _0(OCoLC)fst01007227 |
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| 650 | 7 |
_aStrategic planning. _2fast _0(OCoLC)fst01134371 |
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| 650 | 7 |
_aPlanspiel _2gnd |
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| 650 | 7 |
_aSpieltheorie _2gnd |
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| 650 | 7 |
_aStrategisches Management _2gnd |
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| 650 | 7 |
_aGamification _2gnd |
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| 938 |
_aBrodart _bBROD _n113488343 |
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| 938 |
_aBaker and Taylor _bBTCP _nBK0017522010 |
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| 938 |
_aYBP Library Services _bYANK _n12485867 |
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| 938 |
_aCoutts Information Services _bCOUT _n31836932 |
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| 938 |
_aYBP Library Services _bYANK _n12921589 |
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| 942 | _cBOOK | ||
| 994 |
_aZ0 _bSUPMU |
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| 948 | _hNO HOLDINGS IN SUPMU - 40 OTHER HOLDINGS | ||
| 596 | _a1 2 | ||
| 999 |
_c11319 _d11319 |
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