LEADER 06029nam 22008895 450 001 9910254941203321 005 20200703110145.0 010 $a1-137-44898-9 024 7 $a10.1057/9781137448989 035 $a(CKB)3710000000580335 035 $a(EBL)4383566 035 $a(SSID)ssj0001601104 035 $a(PQKBManifestationID)16309436 035 $a(PQKBTitleCode)TC0001601104 035 $a(PQKBWorkID)14722725 035 $a(PQKB)11312158 035 $a(SSID)ssj0001616931 035 $a(PQKBManifestationID)16346793 035 $a(PQKBTitleCode)TC0001616931 035 $a(PQKBWorkID)14921212 035 $a(PQKB)11629961 035 $a(DE-He213)978-1-137-44898-9 035 $a(MiAaPQ)EBC4383566 035 $a(PPN)191698970 035 $a(EXLCZ)993710000000580335 100 $a20160126d2016 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aWhy Games Are Good For Business $eHow to Leverage the Power of Serious Games, Gamification and Simulations /$fby Helen Routledge 205 $a1st ed. 2016. 210 1$aLondon :$cPalgrave Macmillan UK :$cImprint: Palgrave Macmillan,$d2016. 215 $a1 online resource (233 p.) 300 $aDescription based upon print version of record. 311 $a1-137-44896-2 311 $a1-349-58063-5 320 $aIncludes bibliographical references and index. 327 $aCover; Contents; Figures and Tables; Foreword; Preface; 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 327 $a3 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: Re-Mission; 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 327 $aSetting up your teamDesigning 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? 327 $aSummary7 Making a Difference to YOU; Game 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? 327 $aThe rise and rise of Serious GamesEnabling practice and empowering learners in education; Gamification; Virtual reality; Augmented reality; xAPI - the new standard for tracking; Concluding thoughts; References; Index 330 $aBy tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace. 606 $aManagement 606 $aOrganization 606 $aPlanning 606 $aPersonnel management 606 $aManpower policy 606 $aBehavioral economics 606 $aLeadership 606 $aManagement$3https://scigraph.springernature.com/ontologies/product-market-codes/515000 606 $aOrganization$3https://scigraph.springernature.com/ontologies/product-market-codes/516000 606 $aHuman Resource Management$3https://scigraph.springernature.com/ontologies/product-market-codes/517000 606 $aHuman Resource Development$3https://scigraph.springernature.com/ontologies/product-market-codes/517010 606 $aBehavioral/Experimental Economics$3https://scigraph.springernature.com/ontologies/product-market-codes/W54000 606 $aBusiness Strategy/Leadership$3https://scigraph.springernature.com/ontologies/product-market-codes/515010 615 0$aManagement. 615 0$aOrganization. 615 0$aPlanning. 615 0$aPersonnel management. 615 0$aManpower policy. 615 0$aBehavioral economics. 615 0$aLeadership. 615 14$aManagement. 615 24$aOrganization. 615 24$aHuman Resource Management. 615 24$aHuman Resource Development. 615 24$aBehavioral/Experimental Economics. 615 24$aBusiness Strategy/Leadership. 676 $a658.4033 700 $aRoutledge$b Helen$4aut$4http://id.loc.gov/vocabulary/relators/aut$0948373 906 $aBOOK 912 $a9910254941203321 996 $aWhy Games Are Good For Business$92143735 997 $aUNINA