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|a UAMI
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|a Fox, Jason,
|d 1983-
|e author.
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245 |
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|a The game changer :
|b how to use the science of motivation with the power of game design to shift behaviour, shape culture and make clever happen /
|c Dr Jason Fox.
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264 |
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|a Richmond, Vic. :
|b Wiley,
|c 2014.
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300 |
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|a 1 online resource
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
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|a Includes index.
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|a Print version record.
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|a The Game Changer; Contents; About the author; Acknowledgements; The big question: How do you motivate people to do great work?; How to use this book; Part I The motivation savvy-up; 1 A most alluring motivational folklore; Stuff gets warped; Positive thinking and the danger of belief; Getting strategic with optimism; This is where we need to suspend disbelief; Overcoming the cult of success; The secret to secrets (and other things you don't know); Declaring war on 'just because'; The allure of quick fixes; Motivation -- strategy and design; Tactics are a bit like cooking ingredients.
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|a The Law of Unintended ConsequencesRelentless iteration; The irony of expertise, and this book; Ignorance is bliss; Don't take things too seriously; 2 An imperative for change; Everybody loves change, right?; Change is hard; If it's not urgent, it's not important; Change is not a single-player game; A vision needs to be captured; The rationale for change needs to be communicated; Vision? Check. Communication? Check. Now what?; A paradox for leaders; The Valve example; Balancing short-term and long-term goals; Dealing with perceived hierarchy in a flat structure.
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|a Productivity without management?The world is becoming flat; It's robots vs ninjas; Robot work is getting automated and outsourced; Samurai; Rogues; Ninjas; 3 And yet ... the big motivation gap; Constructive Discontent; But what happens if you've got no gap?; From automation to aspiration; Bridging the gap; Before we get carried away, a note on intrinsic and extrinsic motivation; The classic (internal) motivational approach; The conventional (extrinsic) management approach; Herzberg's hygiene factors; By Pavlov's salivating dogs!; Skinner's five schedules of reinforcement.
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|a It all comes back to the gapPart II Getting your game on; 4 The root of all game-changing hacks; The Progress Principle; Conservation of effort; When our sense of progress is low, motivation suffers; Our behaviour will default to the activities that provide the richest sense of progress; A clear sense of progress; Progress exists in a container; The LinkedIn progress bar; A most incorrect yet utterly useful way to view motivation; Remove the friction; Visibility before accountability; Traits vs behaviours; Keeping it real; 5 Get your head into the game; The myths that surround games.
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|a Games are a global phenomenonGames are not just about winning; Games are simply work that's well designed; The trouble with the word 'game'; Games are behavioural manipulation; The anatomy of a game; Goals; Rules; Feedback; Goals, rules, feedback -- the ultimate diagnostic; Challenge, stimulation, reward -- the three keys to unlocking engagement; Avoid getting blunt, bored or burned; The uncanny parallels; 6 A model game changer; A theory of fun; Hard work cannot be infinite; The quantified self; A vision of play and possibility; Finite games; Infinite games; Play? You can't be serious!
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|a Use the science of motivation with the power of game design to unlock motivation and drive progress in your organisation. There are two conventional ways to approach motivation: set goals and try to change attitudes and beliefs (which takes a lot of personalised effort); or develop incentives and rewards to inspire effort (which takes a lot of money). This book shows you how to take a third new approach - designing the work itself to be inherently motivating. Combining the best elements of three distinct fields-motivational science, game design, and agile management-this book shows you how.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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0 |
|a Incentives in industry.
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650 |
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0 |
|a Motivation (Psychology)
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650 |
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|a Employee motivation.
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650 |
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0 |
|a Creative ability in business.
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650 |
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0 |
|a Creative thinking.
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650 |
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|a Games.
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650 |
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|a Leadership.
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650 |
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|a Corporate culture.
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650 |
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2 |
|a Motivation
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650 |
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2 |
|a Leadership
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650 |
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2 |
|a Organizational Culture
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650 |
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6 |
|a Motivation (Psychologie)
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650 |
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6 |
|a Personnel
|x Motivation.
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650 |
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6 |
|a Créativité dans les affaires.
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650 |
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|a Leadership.
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650 |
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|a Culture organisationnelle.
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650 |
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|a BUSINESS & ECONOMICS
|x Management.
|2 bisacsh
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650 |
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|a BUSINESS & ECONOMICS
|x Reference.
|2 bisacsh
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650 |
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|a BUSINESS & ECONOMICS
|x Skills.
|2 bisacsh
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650 |
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|a Corporate culture
|2 fast
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650 |
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|a Creative ability in business
|2 fast
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650 |
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7 |
|a Creative thinking
|2 fast
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650 |
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|a Employee motivation
|2 fast
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650 |
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|a Games
|2 fast
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650 |
|
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|a Incentives in industry
|2 fast
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650 |
|
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|a Leadership
|2 fast
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650 |
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|a Motivation (Psychology)
|2 fast
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776 |
0 |
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|i Print version:
|a Fox, Jason, 1983-
|t Game changer
|z 9780730307648
|w (OCoLC)859591588
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856 |
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