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Business Gamification For Dummies, Duggan


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Цена: 19000.00T
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Склад Америка: 263 шт.  
При оформлении заказа до: 2025-08-04
Ориентировочная дата поставки: Август-начало Сентября
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Автор: Duggan
Название:  Business Gamification For Dummies
ISBN: 9781118466933
Издательство: Wiley
Классификация:
ISBN-10: 1118466934
Обложка/Формат: Paperback
Страницы: 320
Вес: 0.58 кг.
Дата издания: 2013
Язык: English
Размер: 233 x 188 x 18
Читательская аудитория: Professional & vocational
Основная тема: Consumer Behavior
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Англии

Gamification and Consumer Engagement: Creating Value in Context of ICT Development

Автор: Gatautis Rimantas, Banyte Jūrate, Vitkauskaite Elena
Название: Gamification and Consumer Engagement: Creating Value in Context of ICT Development
ISBN: 3030542076 ISBN-13(EAN): 9783030542078
Издательство: Springer
Рейтинг:
Цена: 121110.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies.

Organizational gamification

Название: Organizational gamification
ISBN: 0367712377 ISBN-13(EAN): 9780367712372
Издательство: Taylor&Francis
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Цена: 39800.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem.

Open Innovation Business Modeling

Автор: Jo?o Leit?o
Название: Open Innovation Business Modeling
ISBN: 3030082113 ISBN-13(EAN): 9783030082116
Издательство: Springer
Рейтинг:
Цена: 83850.00 T
Наличие на складе: Поставка под заказ.
Описание:

This monograph provides a new perspective on business modeling in small and medium-sized enterprises (SMEs). It builds on the theoretical framework on innovation and revisits the Zahra and George (2002) model on absorptive capacity and other related works, such as the open innovation approach initiated by Chesbrough (2003). It also introduces a new 'open innovation bridge – a Tangram model' approach to business models that identifies the critical elements of the transactive structure of open innovation business models, especially, in the context of SMEs. The uniqueness of this book lies in the author's development of a gamification perspective and a tool to design open innovation business models.

Why Games are Good for Business

Автор: Routledge Helen
Название: Why Games are Good for Business
ISBN: 1137448962 ISBN-13(EAN): 9781137448965
Издательство: Springer
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Цена: 37260.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: By 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.

Gamification, digitalisierung und industrie 4.0

Автор: Anderie, Lutz
Название: Gamification, digitalisierung und industrie 4.0
ISBN: 3658198648 ISBN-13(EAN): 9783658198640
Издательство: Неизвестно
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Цена: 24810.00 T
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Описание:

Der Dreiklang der Technologieentwicklung.- Die Bedeutung der Games Industry fьr andere Branchen.- Management und Gamification.


The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

Автор: Zichermann Gabe, Linder Joselin
Название: The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition
ISBN: 0071808310 ISBN-13(EAN): 9780071808316
Издательство: McGraw-Hill
Рейтинг:
Цена: 34310.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Gamification: It`s the hottest new strategy in business, and for good reason - it`s helping leading companies create unprecedented engagement with customers and employees. This book gives you full access to The Gamification Revolution app - a new way to optimize and enhance your experience with videos, tips, and social tools.

Gamification and Consumer Engagement: Creating Value in Context of Ict Development

Автор: Gatautis Rimantas, Banyte Jūrate, Vitkauskaite Elena
Название: Gamification and Consumer Engagement: Creating Value in Context of Ict Development
ISBN: 3030542041 ISBN-13(EAN): 9783030542047
Издательство: Springer
Цена: 121110.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies.

Organizational Gamification

Название: Organizational Gamification
ISBN: 0367321181 ISBN-13(EAN): 9780367321185
Издательство: Taylor&Francis
Рейтинг:
Цена: 148010.00 T
Наличие на складе: Невозможна поставка.
Описание: This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem.

Gamify: How Gamification Motivates People to Do Extraordinary Things

Автор: Burke Brian
Название: Gamify: How Gamification Motivates People to Do Extraordinary Things
ISBN: 1937134857 ISBN-13(EAN): 9781937134853
Издательство: Taylor&Francis
Рейтинг:
Цена: 26530.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: 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.

Gamification of Higher Education

Автор: Niman Neil B.
Название: Gamification of Higher Education
ISBN: 1137338733 ISBN-13(EAN): 9781137338730
Издательство: Springer
Рейтинг:
Цена: 102480.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.

The Gamification of Higher Education

Автор: N. Niman
Название: The Gamification of Higher Education
ISBN: 1349464120 ISBN-13(EAN): 9781349464128
Издательство: Springer
Рейтинг:
Цена: 83850.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.


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