World of workcraft: rediscovering motivation and engagement in the digital workplace (Record no. 203673)

000 -LEADER
fixed length control field 00952 a2200181 4500
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 160614b2015 xxu||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781472429056
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 658.314015193
Item number R6W6
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Roberts, Dale
9 (RLIN) 333552
245 ## - TITLE STATEMENT
Title World of workcraft: rediscovering motivation and engagement in the digital workplace
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc London
Name of publisher, distributor, etc Gower (Routledge)
Date of publication, distribution, etc 2015
300 ## - PHYSICAL DESCRIPTION
Extent xiii, 162 p.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Table of Contents:

1. Game changer
2. Carrots, sticks, nudges and fun
3. Working for free
4. The grindstone
5. The efficiency paradox
6. Gamify the world
7. Intrinsicity
8. Progression
9. Epic meaning
10. The sandbox
11. Massively multiplayer work
12. Engagement loops
13. The purposeful play design process
14. Afterword.

520 ## - SUMMARY, ETC.
Summary, etc Research demonstrated some years ago that there is a strong positive correlation between ’play’, ’fun’ and organisational performance. More recently, organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. The practical application of gamification is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. In a nutshell, gamification is the concept of applying engaging elements of game theory to non-game applications. An example would be to create a game to learn something new for work. Companies need to embrace the idea of blending games with work. And in order for that to happen, gamification must have a basic knowledge base and skill set, as well as both theory and practical application of its core principles. Dale Roberts’s World of Workcraft provides the context and background to the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. He also provides guidance on how to (and how not to) introduce these concepts successfully.

https://www.routledge.com/World-of-Workcraft-Rediscovering-Motivation-and-Engagement-in-the-Digital/Roberts/p/book/9781472429056
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Employee motivation
9 (RLIN) 32528
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Games - Psychological aspects
9 (RLIN) 333553
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Organizational behavior
9 (RLIN) 55634
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Item type Books
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Permanent location Current location Shelving location Date acquired Source of acquisition Cost, normal purchase price Item location Total Checkouts Total Renewals Full call number Barcode Date last seen Date last borrowed Cost, replacement price Koha item type
          Non-fiction Vikram Sarabhai Library Vikram Sarabhai Library   2016-06-15 2 3251.64 Slot 1944 (2 Floor, East Wing) 1 3 658.314015193 R6W6 192263 2017-06-20 2016-06-27 4064.55 Books

Powered by Koha