This book is a collaboration between over 22 game designers covering 5 countries. In the first part there are chapters looking at seven organisational challenges. The second part has 21 examples of how a business games have been used to tackle real life issues. The third part looks forward with suggestions of where this approach might contribute in the future.
Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business.
Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.
Mike keeling –
Gamification for Business illustrates the importance of playfulness and fun to help individuals and organisations develop innovative approaches to problem-solving, acquire adaptive flexibilkity to deal with change in imaginative ways and lean to enter into an open and honest dialogue with others.
Alice Kolb, President, Experience Based Learning Systems Inc.
Mike keeling –
Gamification has endured something of a critical kicking in recent years, with a distinct lack of evidnce that it aids learning. Yet th eeditors behind this exhaustive tome believe that by looking beyond the gimmicks, it it possible to achieve genuine change through task-based activities: for example, a board game helps critique company values. With each chapter devoted to a differenet game, there’s plenty of souce material here to rethink th concept.
People Managment Magazine