Gamification for Business
Why Innovators and Changemakers use Games to break down Silos, Drive Engagement and Build Trust

Authors:

Language: English

Approximative price 130.53 €

In Print (Delivery period: 15 days).

Add to cartAdd to cart
Publication date:
320 p. · 15.5x23.3 cm · Hardback
Gamification for Businessshows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business. Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.
  • Section - ONE: Seven Obstinate Organizational Challenges;
    • Chapter - 01: Challenge 1: Breaking down silos;
    • Chapter - 02: Challenge 2: Bursting out of the blah, blah, blah;
    • Chapter - 03: Challenge 3: Closing the gap between theory and practice;
    • Chapter - 04: Challenge 4: Mitigating the clash between ongoing operations and innovation;
    • Chapter - 05: Challenge 5: Untangling complex problems;
    • Chapter - 06: Challenge 6: Shaking up the roles we play;
    • Chapter - 07: Challenge 7: Bolstering trustworthy relations;
  • Section - TWO: A Series of Business Game Examples;
    • Chapter - 08: The Acid Test: An in-game demonstration of the learning cycle;
    • Chapter - 09: Add Value: Know Your Customer;
    • Chapter - 10: Align: Implementing organizational values;
    • Chapter - 11: Bizzbuilder: How to sustainably grow a professional services business;
    • Chapter - 12: Business Branching: Balancing ongoing operations and innovation initiatives;
    • Chapter - 13: Changesetter: Leading change;
    • Chapter - 14: Changeskills: Implementation of change through a game of guiding questions;
    • Chapter - 15: Exploring Change: Mastering change and transformation;
    • Chapter - 16: Innovate or Dinosaur: A collaborative innovation game;
    • Chapter - 17: Innovation Diamond Learning Game: Creating an innovative mindset;
    • Chapter - 18: Leadership development simulations: From the best of intentions to real-life balance ;
    • Chapter - 19: Linkxs: Team collaboration simulation;
    • Chapter - 20: Managing Your Sales Business: Improve results through effective management of your team;
    • Chapter - 21: Ocean of Culture: A dialogue tool for developing the organization’s culture;
    • Chapter - 22: Pitch Perfect: Reversing the sales process;
    • Chapter - 23: PublicProfessional: Know the effect on your communication;
    • Chapter - 24: Stakeholder Management: Moving people while building positive relationships;
    • Chapter - 25: Strategic Derby: Rapid strategic foresight with instant feedback on potential competitor moves;
    • Chapter - 26: Tango: A pivotal element in change to develop leadership culture;
    • Chapter - 27: The Meeting Design Game: A dialogue tool to improve the process of planning and designing meetings and conferences;
    • Chapter - 28: The Way Forward: Develop and communicate a coherent strategy;
    • Chapter - 29: Quick games: Power-up group dynamics;
  • Section - THREE: A Core Understanding of Business Games;
    • Chapter - 30: Structure in business games: Five cores;
    • Chapter - 31: Facilitation in business games: A flow between progression and emergence;
    • Chapter - 32: The history and future of business games from a Dutch perspective: Understanding and influencing complex systems;
    • Chapter - 33: The history and future of business games from a UK perspective: Encourage novel, imaginative and subversive thinking;
    • Chapter - 34: The history and future of business games from a Nordic perspective: Towards New Nordic management;
Sune Gudiksen is an Associate Professor at Aalborg University. He has a PhD in co-creation through game tools and is the co-founder of GameBridges, a company that focuses on improving business innovation and performance through games. Gudiksen is also the founder of the Biz Games community platform. Jake Inlove is the co-founder of GameBridges where he is also the game designer and illustrator. He is also a freelance consultant.
Outlines the business opportunities of simulations, event games, online games and gamification design