"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION...."--Daniel H. Pink, Author, Drive
Why can't life--and business--be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works--and what not to do. Discover the successes--and failures--of organizations that are using gamification:Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Kevin Werbach is a leading expert on the legal, business, and public policy aspects of the network age. He is a professor of Legal Studies at The Wharton School, University of Pennsylvania, where he currently leads the Reg@Tech roundtable and the Wharton Cryptogovernance Workshop, and he is the author of The Blockchain and the New Architecture of Trust (MIT Press, 2018). He co-led the review of the Federal Communications Commission for the Obama Administration's Presidential Transition Team and served as an expert adviser on broadband issues to the FCC and the National Telecommunications and Information Administration. For nine years he organized Supernova, a leading executive technology conference. Werbach was previously the editor of "Release 1.0: Esther Dyson's Monthly Report," and served as Counsel for New Technology Policy at the FCC in the Clinton administration, where he helped develop the U.S. government's Internet and e-commerce policies. Follow him on Twitter at @kwerb. Dan Hunter is an international expert in internet and intellectual property law, in artificial intelligence and cognitive science models of law, and in legaltech and legal innovation. He serves as Executive Dean of the Faculty of Law, Queensland University of Technology (QUT), and was previously the Founding Dean of Swinburne Law School. He holds a PhD from Cambridge on the nature of legal reasoning, as well as computer science and law degrees from Monash University, and a Master of Laws by research from the University of Melbourne. He has taught at law schools in Australia, England and the United States. Professor Hunter regularly publishes on artificial intelligence, legal technology, and the theory of intellectual property. His most recent books have been A History of Intellectual Property in 50 Objects (Cambridge) and The Oxford Introductions to U.S. Law: Intellectual Property (OUP, 2012). He is a Fellow of the Australian Academy of Law, and a chief investigator in the $71M ARC Centre of Excellence for Automated Decision-Making and Society. He also founded the Future Law Podcast (http: //thefuturelawpodcast.com), which talks about how law is changing during this time of massive disruption.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Paperback. Etat : New. "A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION."-Daniel H. Pink, Author, Drive Why can't life-and business-be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works-and what not to do. Discover the successes-and failures-of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash. The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world. N° de réf. du vendeur LU-9781613631058
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