Book tips - Gamification
Gamification
Gamification is the new panacea. The method is used to motivate employees to perform monotonous tasks and boost morale. Gamification includes ranking lists, high scores, simulations - everything a gamer's heart desires. SAP itself also uses gamification to train employees: the internal simulation game "Roadwarrior" is designed to keep the external sales team on their toes. SAP has discovered that the development of new technologies is moving too fast for the sales team to have enough time to keep themselves sufficiently informed with e-learning or other documents. For this reason, "Roadwarrior" was developed: Instead of transmitting pure information, players can conduct simulated sales conversations and thus prepare for real-life situations. This example shows that use cases of gamification are as diverse as the world of games itself and that everyone can benefit from it - whether small business, medium-sized company or international software giant.
" You can get to know a person better in an hour playing a game than you can in a year talking to them. " -Plato (427-348 BC)
Source: E-3 Magazine - October 2019 issue
Growth Hacking
Digital games are increasingly being used to deliver learning content in classrooms. But how can gamification contribute to business growth and customer acquisition? The magic word is growth hacking! Numerous insider tricks for product positioning, acquisition and customer retention make this compact introduction an insider's tip for all marketers who want to use gamification to drive their business forward. Whether you're a start-up, an agency, or an industry leader, gamification can move anyone forward.
Gamification, digitalization and Industry 4.0
How are gamification, digitalization and the fourth industrial revolution changing society, corporate governance and management? Among other things, this book highlights current industry developments with regard to virtual and mixed reality. Future technologies are presented that were developed in the games industry and have an influence on other industries.
The playful society
Computer games are making their way into "real" life: Collecting points and getting high scores is now commonplace even outside of digital games. More and more often, principles from computer games are integrated into non-game systems. This book examines the effects of gamification and sketches a future vision of a world of ubiquitous games.
Digitization of the game
Today, digital games are not only played on computers at home or on consoles in the living room, but also in companies and classrooms. This development is concentrated in two terms that shape the discourse around the benefits of digital games: Gamification and Serious Games. It is primarily about the purposeful transfer of game elements to non-game contexts.
Gamification and Serious Games
Gamification can contribute to the profit and growth of a company. The publisher's work shows how the widespread integration of game mechanics in software systems and gaming in a business context can be designed and used in a targeted manner. Various authors from science and practice describe the challenges that have to be mastered.