Changing the Game

Changing the Game PDF

Author: David Edery

Publisher: FT Press

Published: 2008-10-07

Total Pages: 238

ISBN-13: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Summary: Changing the Game

Summary: Changing the Game PDF

Author: BusinessNews Publishing,

Publisher: Primento

Published: 2013-02-15

Total Pages: 28

ISBN-13: 2806238870

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The must-read summary of David Edery and Ethan Mollick's book: "Changing the Game: How Video Games Are Transforming the Future of Business". This complete summary of the ideas from David Edery and Ethan Mollick's book "Changing the Game" shows how the video game sector has become an enormous business and is about to enter yet another phase of growth as companies begin to use games to revolutionize the way they interact with customers and attract new employees. In their book, the authors explain that it is time to get up to speed with what gaming is already achieving and make your company a part of it. By reading this summary, you will find out the benefits of using video games to get your message across and what they can do for your business. Added-value of this summary: • Save time • Understand key concepts • Expand your business knowledge To learn more, read "Changing the Game" to discover how you can be part of the video game revolution and benefit your company.

Communities of Innovation

Communities of Innovation PDF

Author: David Edery

Publisher: Pearson Education

Published: 2009-11-02

Total Pages: 22

ISBN-13: 0132143283

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This Element is an excerpt from Changing the Game: How Video Games Are Transforming the Future of Business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Available in print and digital formats. Unleash user-driven innovation beyond your wildest imagination, for a fraction of the cost of creating it yourself! Following its release, fans invested $16.5 million of labor in the World War II game Battlefield 1942--for free. Game companies have spent years learning to channel user passion into mutually beneficial work. These lessons are increasingly important to every industry because games aren’t the only products that attract communities of user innovators.

Training Today's People

Training Today's People PDF

Author: David Edery

Publisher: Pearson Education

Published: 2009-10-12

Total Pages: 24

ISBN-13: 0137038194

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This Element is an excerpt from Changing the Game: How Video Games Are Transforming the Future of Business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Available in print and digital formats. Learn how powerful and cost-effective new video game technologies can supercharge business training, reaching a new generation of learners more effectively than any other approach. Video games can intuitively teach three valuable skills that classrooms are miserable at teaching, and even the smartest people have trouble learning on their own. Games can improve employees’ abilities to work in teams, use systems thinking, and learn from virtual experience when real experience is too costly or difficult.

Entrepreneurship and the Creative Economy

Entrepreneurship and the Creative Economy PDF

Author: Colette Henry

Publisher: Edward Elgar Publishing

Published: 2011-01-01

Total Pages: 241

ISBN-13: 0857933051

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Creative industries are becoming increasingly important to the economic and social wealth of most economies. They are also inherently linked to entrepreneurship and this book provides thoughtful and comprehensive insights into the role of creative industries in contemporary economies and to the interface between creative firms and entrepreneurship. The book draws upon cutting edge research to illustrate and explain the diversity and nature of creative industries and to provide informed discussion on key topics relevant to developing theory and understanding of this vital sector. This book is a must for anyone interested in understanding and learning more about the opportunities which creative industries have created for entrepreneurship and the benefits which an entrepreneurial mind-set can offer to the creative industries.- Eleanor Shaw, University of Strathclyde, UK 'The creative industries have long been a hotbed of entrepreneurial activity. For decades vaudeville, theater, movies, art, and music have exemplified the key aspects of entrepreneurship, and the participants in these industries search for novelty and create innovations. But despite the fact that some countries have industrial policies to focus on creative arts, this is a little studied area of entrepreneurship. Colette Henry and Anne de Bruin offer one of the first academic books that showcases research in the creative industries. This volume presents a solid theoretical foundation and offers fascinating chapters that consider a variety of topics such as regional strategies, education, creative expression and the evolution of industry.'

Big Data Marketing Strategies for Superior Customer Experience

Big Data Marketing Strategies for Superior Customer Experience PDF

Author: Saura, Jose Ramon

Publisher: IGI Global

Published: 2023-04-17

Total Pages: 364

ISBN-13: 166846456X

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The rapid growth of technological developments on the internet has led many companies to adapt their businesses to the digital ecosystem and implement new methods and techniques to improve the users’ experiences and their analytical strategies. Moreover, in the past few years, the digital ecosystem has been chosen as the main channel used by consumers for the purchase of goods and services. As a result, digital marketing and online advertising have become the main strategies used by companies in their marketing actions. Advertising can be designed and shown considering users’ interests based on what they visit or where they go. That implies that the user experience is improved as long as they receive personalized adverts focused on what they were curious or concerned about. Thus, techniques such as artificial intelligence (AI), data mining, or business intelligence have allowed companies to act accordingly in real-time without user perception. Big Data Marketing Strategies for Superior Customer Experience compiles and studies the major practices and case studies of big data marketing in recent years. In this digital era, this book can be used as a sourcebook on study cases focused on digital marketing strategies as well as the identification of new technologies that will help the development of initiatives and practices focused on marketing and data sciences. Covering topics such as customer satisfaction, collective intelligence, and sentiment analysis, this premier reference source is an essential resource for students and educators of higher education, marketers, innovators, business leaders and managers, entrepreneurs, librarians, researchers, and academicians.

For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition PDF

Author: Kevin Werbach

Publisher: University of Pennsylvania Press

Published: 2020-11-10

Total Pages: 153

ISBN-13: 1613631049

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"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.