Books tagged: gamification

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Found 15 results

The Internet Ideology: From A as in Advertising to Z as in Zipcar
Price: $2.99 USD. Words: 7,190. Language: English. Published: March 31, 2019. Categories: Essay » Business, Nonfiction » Computers & Internet » Internet
We are told that the Internet and the market are the solution to every kind of problem. But is it true? Will Big Data help us to understand the world? Is the Internet really on the side of democracy? Does it make sense to make gamify everything? Is the Internet (still) the Frontier? Or is that era past us and we are now faced with the greatest concentration of economic power of all time?
The Agile Self-assessment Game
Price: $9.99 USD. Words: 18,720. Language: English. Published: February 15, 2019. Categories: Nonfiction » Business & Economics » Organizational development, Nonfiction » Computers & Internet » Software development & engineering / general
The Agile Self-Assessment Game is used by teams and organizations to self-assess their agility. Playing the game enables teams to reflect on their own team interworking, discover how agile they are and decide what they can do to increase their agility to deliver more value to their customers and stakeholders.
Gamify at Work: How to Tap Into the Potential Within Your Organization
Price: $7.99 USD. Words: 31,050. Language: English. Published: January 22, 2019 by Tellwell Publishing. Categories: Nonfiction » Business & Economics » Workplace culture, Nonfiction » Business & Economics » Management
Gamify at Work opens up the opportunity for organizations to improve their operational efficiencies through employee behavioural changes. Gamification is the technique of applying game mechanics (points, leaderboards, levels, challenges, badges and rewards) in a non-gaming environment. Gamify at work explores the employee behaviour levers that can be moved to improve employee performance.
The Enigma Gamers - A CATS Tale
Series: The Enigma Series. Price: $2.99 USD. Words: 101,280. Language: English. Published: October 13, 2018. Categories: Fiction » Themes & motifs » Technological, Fiction » Thriller & suspense » Action & suspense
Cyber extortion has surfaced from the dark net. Businesses & cities are invaded by gaming avatars escaping their virtual landscape. Who’s behind this ransomware trap? The Enigma GamersCATS team, led by Julie & Juan, is committed to administering justice to evil doers in every corner of the real and virtual worlds. Breakfield and Burkey take readers into our grittier technology dependent world.
Gamers World
Price: $1.99 $1.55 USD. (22% off until Dec. 4!) Words: 35,950. Language: English. Published: April 16, 2018 by MeetCoogle. Categories: Fiction » Adventure » Action
If you are looking for a novel that will take you into a world of video games, you are at the right place. Three unlikely friends in an unlikely world - A Gamers World. Life is a game, unless you're not the one winning.
Gamers Unify
Price: $1.99 $1.55 USD. (22% off until Dec. 4!) Words: 46,200. Language: English. Published: April 16, 2018 by MeetCoogle. Categories: Fiction » Adventure » Action, Fiction » Fantasy » General
If you are looking for a novel that will take you into a world of video games, you are at the right place. Annie, Will Olsen, and Doyle, three gamers, go to an online tournament. There they meet Sally the fencer and Chris the swordsman.
CIO Secrets For Growing Innovation
Price: $9.95 USD. Words: 10,570. Language: English. Published: September 5, 2016. Categories: Nonfiction » Business & Economics » Management
So just exactly what is innovation? It turns out that innovation is doing something new. It can be a new method, a new idea, or even a new product. In the world of IT, we have the ability to solve just about any problem. However, how we go about solving problems can become outdated quickly. What we need to do as CIOs is to find out how to bring the spirit of innovation into our IT departments.
Dell’Odyssey 100 ai NewsGames - una genealogia dei giochi come informazione
Price: $12.99 USD. Words: 66,820. Language: Italian. Published: October 19, 2015 by Geraldo A. Seabra. Categories: Nonfiction » Computers & Internet » Games, Nonfiction » Computers & Internet » Social networking
E-book 'Dell’Odyssey 100 ai NewsGames - una genealogia dei giochi come informazione' è il primo e-book di quattro volumi della serie Teorie dei NewsGames - giochi come emulatori di notizie. Il materiale è stato suddiviso su temi della ricerca, narrativa, meccanica e impatto sociale. Questo primo volume si basa sulla ricerca della dissertazione 'Giochi come Emulatori d’informazioni'.
Living History: The step-by-step guide to creating dynamic historical simulations
Price: $2.99 USD. Words: 7,470. Language: English. Published: July 2, 2015. Categories: Nonfiction » Education & Study Guides » History
Living History guides history teachers step-by-step through the process of creating dynamic, immersive simulations for the classroom.
F-Growth. Gamification, virality and monetization
Price: $7.99 USD. Words: 10,610. Language: English. Published: January 26, 2015. Categories: Nonfiction » Education & Study Guides » Computers & technology, Nonfiction » Computers & Internet » Web / site design
The book describes gamification, virality and retention in the freemium educational online platform. Relationships between virality and retention parameters as measurable metrics are calculated and discussed using real examples. The F-growth factor, which combines both virality and retention, is proposed as the metrics of the overall freemium system performance in terms of the user base growth.