Can Gamification Close the Engagement Gap of Generation Y?


Book Description

Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.




Talent Management Innovations in the International Hospitality Industry


Book Description

Talent Management Innovations in the International Hospitality Industry explores a wide range of subjects within the talent management field, including employer branding, creative talent, talent pools, and mentoring initiatives, along with a focus on talent identification, development, and retention.




The Kids are Alright


Book Description

Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.







Marketing 5.0


Book Description

Rediscover the fundamentals of marketing from the best in the business In Marketing 5.0, the celebrated promoter of the “Four P’s of Marketing,” Philip Kotler, explains how marketers can use technology to address customers’ needs and make a difference in the world. In a new age when marketers are struggling with the digital transformation of business and the changing behavior of customers, this book provides marketers with a way to integrate technological and business model evolution with the dramatic shifts in consumer behavior that have happened in the last decade. Following the pattern presented in his bestselling Marketing X.0 series, Philip Kotler covers the crucial topics necessary to understand modern marketing, including: · Artificial Intelligence for marketing automation · Agile marketing · “Segments of one” marketing · Contextual technology · Facial recognition and voice tech for marketing · The future of Customer Experience (CX) · Transmedia storytelling · The “Whatever-Whenever-Wherever” service delivery · “Everything-As-A-Service” business model · Internet of Things and blockchain for marketing · Virtual and augmented reality marketing · Corporate activism Perfect for traditional and digital marketers, as well as students and teachers of marketing and business, Marketing 5.0 reinvigorates the field of marketing with actionable recommendations and unique insights.




Gamification for Tourism


Book Description

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.




Learning and Development


Book Description

In today's complex, uncertain and ambiguous business environment, it is essential to develop a workforce's capabilities, skills and competencies to ensure continued organizational success. Learning and Development is a practical guide to the fundamental principles of designing and delivering training and L&D programmes effectively in any size of organization. It demonstrates how to link learning to strategic business goals and explores both the benefits and complexities associated with L&D. Using a combination of practical diagnostic tools, scenarios and case studies, this essential introduction builds knowledge in areas including identifying L&D needs, selecting the most appropriate types of intervention and the processes of measurement and evaluation. This updated second edition of Learning and Development covers the latest trends and developments in the field, such as e-learning, gamification and Massive Open Online Courses (MOOCs), as well as new material on learning measurement and additional international case studies. Online resources include extended case studies, an annotated literature review and self-evaluation tools to support readers in understanding where they are and how to develop their capabilities. The HR Fundamentals are a series of succinct, practical guides for students and those in the early stages of their HR careers. They are endorsed by the Chartered Institute of Personnel and Development (CIPD), the UK professional body for HR and people development, which has over 145,000 members worldwide.




Gamification Mindset


Book Description

This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.




Rethinking Pedagogy for a Digital Age


Book Description

Through a critical discussion of the issues surrounding the design, sharing and reuse of learning activities, the second edition of Rethinking Pedagogy for a Digital Age examines a wide range of perspectives on effectively designing and delivering learning activities to ensure that future development is pedagogically sound, learner-focused, and accessible. This powerful book: • examines the reality of design in practice • shares tools and resources to guide practice • analyses design within complex systems • discusses the influence of open resources on design • includes design principles for mobile learning • explores practitioner development in course teams • presents scenarios for design for learning in an uncertain future Illustrated by case studies from across disciplines and supported by a helpful appendix of tools and resources for researchers, practitioners and teachers, the second edition of Rethinking Pedagogy for a Digital Age is an essential guide to designing for 21st Century learning.




Human Resource Management


Book Description

Formerly published by Chicago Business Press, now published by Sage Using a combination of knowledge acquisition and personal development, Human Resource Management: An Applied Approach is designed to prepare future HRM managers to effectively utilize HRM strategies to not only advance their own careers, but also support the growth and development of those they manage. Author Jean Phillips adopts an engaging approach, encouraging students to take action and create a lasting impact in the field of HRM that goes beyond theoretical learning.