Author: Manu Melwin Joy
Publisher: Educreation Publishing
ISBN:
Category : Self-Help
Languages : en
Pages : 138
Book Description
There are certain catchwords that are more fascinating than the rest. Gamification is one such catchword. This is not shocking as the roots are traced back to the world of games. It is quite amusing that the term is vague for both beginners and intellects. While beginners misinterpret gamification as playing games, intellects brush it off as yet another deviation of a loyalty or rewards program. But what is it, actually? Those in the community of gaming theory and practice have categorized gamification as a term. It is usually considered that it means employing gaming principles to non-gaming situations. It is a design process that reframes goals to be more attractive and attainable using the principles of game design. The gamified solutions targets our usual instincts to seek competition and accomplishment using conventional gamification methods such as point gathering, virtual currencies, accomplishment budgets or levels with growing difficulty are used within game community. This book does not suggest recipes for gamification since the best practices are still evolving. Instead, it provides a list of compelling gamification success stories implemented in organizations from various industries. Enterprise gamification is still in its beginning stage. There is much more to pursue and learn. The overall objectives of this book are (1) to present the current state of games and use of gamification in various sectors and (2) to explore future opportunities and limitations of using gamification.
Fun is The Future
Author: Manu Melwin Joy
Publisher: Educreation Publishing
ISBN:
Category : Self-Help
Languages : en
Pages : 138
Book Description
There are certain catchwords that are more fascinating than the rest. Gamification is one such catchword. This is not shocking as the roots are traced back to the world of games. It is quite amusing that the term is vague for both beginners and intellects. While beginners misinterpret gamification as playing games, intellects brush it off as yet another deviation of a loyalty or rewards program. But what is it, actually? Those in the community of gaming theory and practice have categorized gamification as a term. It is usually considered that it means employing gaming principles to non-gaming situations. It is a design process that reframes goals to be more attractive and attainable using the principles of game design. The gamified solutions targets our usual instincts to seek competition and accomplishment using conventional gamification methods such as point gathering, virtual currencies, accomplishment budgets or levels with growing difficulty are used within game community. This book does not suggest recipes for gamification since the best practices are still evolving. Instead, it provides a list of compelling gamification success stories implemented in organizations from various industries. Enterprise gamification is still in its beginning stage. There is much more to pursue and learn. The overall objectives of this book are (1) to present the current state of games and use of gamification in various sectors and (2) to explore future opportunities and limitations of using gamification.
Publisher: Educreation Publishing
ISBN:
Category : Self-Help
Languages : en
Pages : 138
Book Description
There are certain catchwords that are more fascinating than the rest. Gamification is one such catchword. This is not shocking as the roots are traced back to the world of games. It is quite amusing that the term is vague for both beginners and intellects. While beginners misinterpret gamification as playing games, intellects brush it off as yet another deviation of a loyalty or rewards program. But what is it, actually? Those in the community of gaming theory and practice have categorized gamification as a term. It is usually considered that it means employing gaming principles to non-gaming situations. It is a design process that reframes goals to be more attractive and attainable using the principles of game design. The gamified solutions targets our usual instincts to seek competition and accomplishment using conventional gamification methods such as point gathering, virtual currencies, accomplishment budgets or levels with growing difficulty are used within game community. This book does not suggest recipes for gamification since the best practices are still evolving. Instead, it provides a list of compelling gamification success stories implemented in organizations from various industries. Enterprise gamification is still in its beginning stage. There is much more to pursue and learn. The overall objectives of this book are (1) to present the current state of games and use of gamification in various sectors and (2) to explore future opportunities and limitations of using gamification.
Transformers
Author: Erin Brereton
Publisher: Triumph Books (IL)
ISBN: 9781572439832
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
After evil Decepticon robots take millions of people hostage in an attempt to conquer the Earth, the virtuous Autobot robots come to the rescue.
Publisher: Triumph Books (IL)
ISBN: 9781572439832
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
After evil Decepticon robots take millions of people hostage in an attempt to conquer the Earth, the virtuous Autobot robots come to the rescue.
Ouija Answer Book
Author: Hasbro (editor)
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402767470
Category : Games & Activities
Languages : en
Pages : 788
Book Description
Modeled after the classic Ouija board game, this fun answer book acts as a personal, portable diviner. Each page features one element from the Ouija board: the letters A-Z, numbers 0-9, YES, NO, and GOODBYE. Ask a question, flip randomly through the book, and record the elements that come up.
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402767470
Category : Games & Activities
Languages : en
Pages : 788
Book Description
Modeled after the classic Ouija board game, this fun answer book acts as a personal, portable diviner. Each page features one element from the Ouija board: the letters A-Z, numbers 0-9, YES, NO, and GOODBYE. Ask a question, flip randomly through the book, and record the elements that come up.
The Future Was Here
Author: Jimmy Maher
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341
Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341
Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
FunRetrospectives: Activities and Ideas for Making Agile Retrospectives More Engaging
Author: Tainã Caetano Coimbra
Publisher: Editora Caroli
ISBN: 9786586660074
Category : Education
Languages : en
Pages : 242
Book Description
FunRetrospectives is a book with the necessary tools to develop the main element of continuous improvement: an effective, committed team! With several years working with agile teams, Paulo Caroli and Tainã Caetano Coimbra know there are two main ingredients to finding the path to success and continuous improvement. First, a team that is aligned and committed to the project. Second, a work environment that fosters collaboration, one in which everyone can openly reflect, debate, and learn. But how can we achieve that? Each person in a team brings a different life experience and perspective, and we know that a group of people doesn't become a team overnight. That's why the main purpose of this work is to offer the necessary activities and tools to make everyone comfortable, aligned, and ready to be part of the best possible experience. The authors have gathered years of experience in this book, offering simple and straightforward activities. There will always be ups and downs, but everything that happens is essential for the team's growth, and a fun, safe environment allows you to get the best out of every situation.
Publisher: Editora Caroli
ISBN: 9786586660074
Category : Education
Languages : en
Pages : 242
Book Description
FunRetrospectives is a book with the necessary tools to develop the main element of continuous improvement: an effective, committed team! With several years working with agile teams, Paulo Caroli and Tainã Caetano Coimbra know there are two main ingredients to finding the path to success and continuous improvement. First, a team that is aligned and committed to the project. Second, a work environment that fosters collaboration, one in which everyone can openly reflect, debate, and learn. But how can we achieve that? Each person in a team brings a different life experience and perspective, and we know that a group of people doesn't become a team overnight. That's why the main purpose of this work is to offer the necessary activities and tools to make everyone comfortable, aligned, and ready to be part of the best possible experience. The authors have gathered years of experience in this book, offering simple and straightforward activities. There will always be ups and downs, but everything that happens is essential for the team's growth, and a fun, safe environment allows you to get the best out of every situation.
Fun
Game-Based Marketing
Author: Gabe Zichermann
Publisher: John Wiley & Sons
ISBN: 0470562234
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?
Publisher: John Wiley & Sons
ISBN: 0470562234
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?
Our Final Hour
Author: Martin Rees
Publisher: Basic Books
ISBN: 0786740698
Category : Science
Languages : en
Pages : 240
Book Description
A scientist known for unraveling the complexities of the universe over millions of years, Sir Martin Rees now warns that humankind is potentially the maker of its own demise -- and that of the cosmos. Though the twenty-first century could be the critical era in which life on Earth spreads beyond our solar system, it is just as likely that we have endangered the future of the entire universe. With clarity and precision, Rees maps out the ways technology could destroy our species and thereby foreclose the potential of a living universe whose evolution has just begun. Rees boldly forecasts the startling risks that stem from our accelerating rate of technological advances. We could be wiped out by lethal "engineered" airborne viruses, or by rogue nano-machines that replicate catastrophically. Experiments that crash together atomic nuclei could start a chain reaction that erodes all atoms of Earth, or could even tear the fabric of space itself. Through malign intent or by mistake, a single event could trigger global disaster. Though we can never completely safeguard our future, increased regulation and inspection can help us to prevent catastrophe. Rees's vision of the infinite future that we have put at risk -- a cosmos more vast and diverse than any of us has ever imagined -- is both a work of stunning scientific originality and a humanistic clarion call on behalf of the future of life.
Publisher: Basic Books
ISBN: 0786740698
Category : Science
Languages : en
Pages : 240
Book Description
A scientist known for unraveling the complexities of the universe over millions of years, Sir Martin Rees now warns that humankind is potentially the maker of its own demise -- and that of the cosmos. Though the twenty-first century could be the critical era in which life on Earth spreads beyond our solar system, it is just as likely that we have endangered the future of the entire universe. With clarity and precision, Rees maps out the ways technology could destroy our species and thereby foreclose the potential of a living universe whose evolution has just begun. Rees boldly forecasts the startling risks that stem from our accelerating rate of technological advances. We could be wiped out by lethal "engineered" airborne viruses, or by rogue nano-machines that replicate catastrophically. Experiments that crash together atomic nuclei could start a chain reaction that erodes all atoms of Earth, or could even tear the fabric of space itself. Through malign intent or by mistake, a single event could trigger global disaster. Though we can never completely safeguard our future, increased regulation and inspection can help us to prevent catastrophe. Rees's vision of the infinite future that we have put at risk -- a cosmos more vast and diverse than any of us has ever imagined -- is both a work of stunning scientific originality and a humanistic clarion call on behalf of the future of life.
The Future of Work
Author: Jacob Morgan
Publisher: John Wiley & Sons
ISBN: 1118877241
Category : Business & Economics
Languages : en
Pages : 261
Book Description
Throughout the history of business employees had to adapt to managers and managers had to adapt to organizations. In the future this is reversed with managers and organizations adapting to employees. This means that in order to succeed and thrive organizations must rethink and challenge everything they know about work. The demographics of employees are changing and so are employee expectations, values, attitudes, and styles of working. Conventional management models must be replaced with leadership approaches adapted to the future employee. Organizations must also rethink their traditional structure, how they empower employees, and what they need to do to remain competitive in a rapidly changing world. This is a book about how employees of the future will work, how managers will lead, and what organizations of the future will look like. The Future of Work will help you: Stay ahead of the competition Create better leaders Tap into the freelancer economy Attract and retain top talent Rethink management Structure effective teams Embrace flexible work environments Adapt to the changing workforce Build the organization of the future And more The book features uncommon examples and easy to understand concepts which will challenge and inspire you to work differently.
Publisher: John Wiley & Sons
ISBN: 1118877241
Category : Business & Economics
Languages : en
Pages : 261
Book Description
Throughout the history of business employees had to adapt to managers and managers had to adapt to organizations. In the future this is reversed with managers and organizations adapting to employees. This means that in order to succeed and thrive organizations must rethink and challenge everything they know about work. The demographics of employees are changing and so are employee expectations, values, attitudes, and styles of working. Conventional management models must be replaced with leadership approaches adapted to the future employee. Organizations must also rethink their traditional structure, how they empower employees, and what they need to do to remain competitive in a rapidly changing world. This is a book about how employees of the future will work, how managers will lead, and what organizations of the future will look like. The Future of Work will help you: Stay ahead of the competition Create better leaders Tap into the freelancer economy Attract and retain top talent Rethink management Structure effective teams Embrace flexible work environments Adapt to the changing workforce Build the organization of the future And more The book features uncommon examples and easy to understand concepts which will challenge and inspire you to work differently.
Absurd Words
Author: Tara Lazar
Publisher: Sourcebooks, Inc.
ISBN: 1728241197
Category : Juvenile Nonfiction
Languages : en
Pages : 320
Book Description
Why use boring old words when you can expand and build your vocabulary—and have fun doing it! A user-friendly, engaging book about the power of words—perfect for educators, parents, and future word nerds. Build confidence and become a stronger reader, writer, and communicator! This fun and hilarious vocabulary builder: Includes over 750 high-level, wondrous, and wacky words! With sample sentences and word history that help new words make sense! Bright and fun illustrations make learning new words fun! Allows to search by category so new word choices are easy to find! Kids with strong vocabularies are better readers, better writers, and even feel more confident tackling math and science. When a kid wants to learn a new word, we often send them to the dictionary or a thesaurus. But dictionaries only work if you know exactly the word you want. This dictionary-thesaurus hybrid is organized by theme and puts words in context with fun, engaging and hilarious sentences, pictures, and fun facts. You'll learn what words mean and then actually use them!
Publisher: Sourcebooks, Inc.
ISBN: 1728241197
Category : Juvenile Nonfiction
Languages : en
Pages : 320
Book Description
Why use boring old words when you can expand and build your vocabulary—and have fun doing it! A user-friendly, engaging book about the power of words—perfect for educators, parents, and future word nerds. Build confidence and become a stronger reader, writer, and communicator! This fun and hilarious vocabulary builder: Includes over 750 high-level, wondrous, and wacky words! With sample sentences and word history that help new words make sense! Bright and fun illustrations make learning new words fun! Allows to search by category so new word choices are easy to find! Kids with strong vocabularies are better readers, better writers, and even feel more confident tackling math and science. When a kid wants to learn a new word, we often send them to the dictionary or a thesaurus. But dictionaries only work if you know exactly the word you want. This dictionary-thesaurus hybrid is organized by theme and puts words in context with fun, engaging and hilarious sentences, pictures, and fun facts. You'll learn what words mean and then actually use them!