Gamification For Employee Engagement
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Gamification For Employee Engagement
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Author : Akila Narayanan
language : en
Publisher: Packt Publishing Ltd
Release Date : 2014-12-30
Gamification For Employee Engagement written by Akila Narayanan and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-30 with Business & Economics categories.
If a positive and engaged team is important to you, get started with gamification now and discover how it could transform your workplace.
Transforming Learning And It Management Through Gamification
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Author : Edmond C. Prakash
language : en
Publisher: Springer
Release Date : 2015-08-07
Transforming Learning And It Management Through Gamification written by Edmond C. Prakash and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-07 with Computers categories.
This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.
A Structured Literature Review Of Gamification As A Means Of Employee Engagement
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Author : Noa D. Stroop
language : en
Publisher:
Release Date : 2022
A Structured Literature Review Of Gamification As A Means Of Employee Engagement written by Noa D. Stroop and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with Employee motivation categories.
Managers face engagement issues around the world. Almost 80% of employees globally are not actively engaged. Many existing solutions are either too costly or have other limitations preventing their effectiveness. Further, employees are getting younger, and the younger the generation, the shorter the attention span. Perhaps it is time for managers to consider gamification to improve employee engagement. The research was conducted using the PRISMA 2020 standard for a structured literature review. Articles were pulled from five databases accessible through Trevecca University’s Waggoner Library. These articles were peer-reviewed, available in English, and published within the last ten years. The results were concluded from two separate analyses (gamification at school and gamification at work), n=35 and n=17, respectively. Six key findings were identified and assessed using the CERQual analysis method. Although much research is conceptual and lacking in empirical evidence, enough studies were identified to support, with confidence, that gamification is an effective method to increase student and employee engagement. The program's design is more impactful than spend, but the most effective programs include the following mechanisms: points, badges, leaderboards, points, competition, and reward. Many Fortune 500 companies are already using gamification in various business units, indicating that gamification can be implemented in any function or capacity.
Can Gamification Close The Engagement Gap Of Generation Y
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Author : Avo Schönbohm
language : en
Publisher: Logos Verlag Berlin GmbH
Release Date : 2014
Can Gamification Close The Engagement Gap Of Generation Y written by Avo Schönbohm and has been published by Logos Verlag Berlin GmbH this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Business & Economics categories.
Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.
The Impact Of Gamification On Employee Engagement In Advertising Agencies In South Africa
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Author : Levon Rivers
language : en
Publisher:
Release Date : 2015
The Impact Of Gamification On Employee Engagement In Advertising Agencies In South Africa written by Levon Rivers and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Advertising agencies categories.
Loyalty 3 0 How To Revolutionize Customer And Employee Engagement With Big Data And Gamification
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Author : Rajat Paharia
language : en
Publisher: McGraw Hill Professional
Release Date : 2013-05-31
Loyalty 3 0 How To Revolutionize Customer And Employee Engagement With Big Data And Gamification written by Rajat Paharia and has been published by McGraw Hill Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-31 with Business & Economics categories.
Learn the secret to using big data and gamification to motivate, engage, and engender true loyalty among your customers, employees, and partners As our lives move online and nearly everything we do is being mediated by technology, all of our activity is generating reams of data – we are all “walking data generators.” Loyalty 3.0 reveals how to combine this “big data” with the latest understanding of human motivation to power gamification - the data-driven motivational techniques used by game designers to stimulate engagement, participation, and activity. With this potent combination, businesses now have a powerful engine for creating true loyalty among their customers, employees, and partners, and for generating a sustainable competitive advantage in their markets. Loyalty 3.0 is a book that will redefine how you think about loyalty, and will open your eyes to the power of data to engage and motivate anyone, anywhere. Rajat Paharia created the gamification industry in 2007 as the founder and Chief Product Officer at Bunchball, which has been recognized as an industry leader and innovator by Fast Company, TechCrunch, MSNBC, Forbes, and many others. Prior to Bunchball, Rajat worked at the intersection of technology, design, and user experience at world-renowned design firm IDEO.
The Power Of Play
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Author : George Kesselman
language : en
Publisher: John Wiley & Sons
Release Date : 2023-11-28
The Power Of Play written by George Kesselman and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-28 with Business & Economics categories.
Level-up employee productivity, creativity, and inspiration at your workplace In The Power of Play: The Game Design Approach to Transforming Employee Engagement, the Managing Director for Willow Ventures —a global insurance innovation leader—George Kesselman, delivers a one-of-a-kind and exciting take on employee productivity and engagement. He dives deep into increasing divergence between work and how we approach motivation, and moving beyond the gamification of work, exploring the motivational and behavioural elements behind the “fun” kind of problem solving we find in games and showing you how to apply them to your workplace. In the book, you’ll discover how to apply the principles of game design to the professional environment so you can realize higher levels of motivation, productivity, and creativity from your teams. You’ll also find: Strategies to make your workplace more enjoyable and improve talent recruitment and retention Practical insights into tapping into your employees’ intrinsic motivations to create a more satisfying work experience Discussions of how to identify core motivations, combine them with clever design, and help your employees achieve “flow states” of extraordinary productivity Perfect for managers, executives, directors, entrepreneurs, founders, and other business leaders, The Power of Play is also a can’t-miss resource for human resources and other people professionals seeking effective strategies to retain, motivate, and inspire their team members.
Gamify
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Author : Biran Burke
language : en
Publisher: Routledge
Release Date : 2016-10-14
Gamify written by Biran Burke and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-14 with Business & Economics categories.
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
Business Gamification For Dummies
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Author : Kris Duggan
language : en
Publisher: John Wiley & Sons
Release Date : 2013-02-04
Business Gamification For Dummies written by Kris Duggan and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-02-04 with Business & Economics categories.
The easy way to grasp and use gamification concepts in business Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.). Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model. How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment How to build a successful gamification program How to entice and retain customers using gamification How to drive employee behavior inside your organization Real-world illustrations of gamification at work If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.
The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher: John Wiley & Sons
Release Date : 2017-02-21
The Gamification Of Work written by Emmanuelle Savignac and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-21 with Business & Economics categories.
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.