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

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

Label
Why games are good for business : how to leverage the power of serious games, gamification and simulations
Title
Why games are good for business
Title remainder
how to leverage the power of serious games, gamification and simulations
Statement of responsibility
Helen Routledge
Creator
Contributor
Author
Subject
Language
eng
Cataloging source
NhCcYBP
http://library.link/vocab/creatorName
Routledge, Helen
Index
index present
LC call number
HD30.26
LC item number
.R68 2016
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
Ebooks Corporation
http://library.link/vocab/subjectName
  • Management games
  • Educational games
  • Game theory
  • Strategic planning
  • Management
Label
Why games are good for business : how to leverage the power of serious games, gamification and simulations, Helen Routledge
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
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 -- 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? -- 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
Dimensions
unknown
Extent
1 online resource (xvii, 215 pages.) :
Form of item
online
Isbn
9781137448989
Isbn Type
(electronic bk.)
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Reproduction note
Electronic reproduction.
Specific material designation
remote
Stock number
99968739247
System control number
(NhCcYBP)12475427
Label
Why games are good for business : how to leverage the power of serious games, gamification and simulations, Helen Routledge
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
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 -- 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? -- 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
Dimensions
unknown
Extent
1 online resource (xvii, 215 pages.) :
Form of item
online
Isbn
9781137448989
Isbn Type
(electronic bk.)
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Reproduction note
Electronic reproduction.
Specific material designation
remote
Stock number
99968739247
System control number
(NhCcYBP)12475427

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