Palmer / Petroski | Alternate Reality Games | E-Book | sack.de
E-Book

E-Book, Englisch, 130 Seiten

Palmer / Petroski Alternate Reality Games

Gamification for Performance

E-Book, Englisch, 130 Seiten

ISBN: 978-1-4987-2239-1
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.

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.
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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.

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


Charles Palmer, Harrisburg University of Science and Technology, Pennsylvania, USA

Andy Petroski, Harrisburg University of Science and Technology, Pennsylvania, USA


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