Gamification for Performance
E-Book, Englisch, 130 Seiten
ISBN: 978-1-4987-2239-1
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation.
Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.
Zielgruppe
This book is intended for novice to professional serious game designers. It is also intended for business trainers and students in game design and instructional design courses.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Why Am I Negotiating with Aliens during Sales Training?
The ARG Journey
ARG Examples
An ARG or Not an ARG
The Learning Connection
The Business Applications
Endnotes
New Employees Should Be Finding the CEO
ARG 1: Immersion into New Programs
ARG 2: Teamwork and Collaborative Narrative
ARG 3: Optimize Training Time
ARG 4: Increased Skills
Fueling Innovation and Other Organizational Benefits
Full Participation
Multiple Rabbit Holes
The Buddy System
Bait-and-Switch
Endnotes
Keeping Up with the Joneses
Other ARGs to Explore
Endnotes
All the World Is a Stage
Building an ARG
Initiation
Preproduction
Production
Postproduction
Go-Live
Debrief
Endnotes
Storytime
Player Types
Story Structure
Creating Your ARG Story
Endnotes
10 Participation Points for Gryffindor
Avoid Technology Distractions
Make a Plan
Evaluate Player Activities
Identify Technologies Based on Participation
Creating Specific Interactions
Endnotes
Dinosaur or Perfect Bird Perch
Mobile and Wearable Devices
Head-Mounted Devices
Gamification
Blended Games
ARG Technology
Conclusion
Endnotes
The Search for One-Eyed Willy
The Book Website
The Book Resources