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The game changer : how to use the science of motivation with the power of game design to shift behaviour, shape culture and make clever happen /

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 re...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Fox, Jason, 1983- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Richmond, Vic. : Wiley, 2014.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Fox, Jason,  |d 1983-  |e author. 
245 1 4 |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. 
264 1 |a Richmond, Vic. :  |b Wiley,  |c 2014. 
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500 |a Includes index. 
588 0 |a Print version record. 
505 0 |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. 
505 8 |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. 
505 8 |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. 
505 8 |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. 
505 8 |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! 
520 |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. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Incentives in industry. 
650 0 |a Motivation (Psychology) 
650 0 |a Employee motivation. 
650 0 |a Creative ability in business. 
650 0 |a Creative thinking. 
650 0 |a Games. 
650 0 |a Leadership. 
650 0 |a Corporate culture. 
650 2 |a Motivation 
650 2 |a Leadership 
650 2 |a Organizational Culture 
650 6 |a Motivation (Psychologie) 
650 6 |a Personnel  |x Motivation. 
650 6 |a Créativité dans les affaires. 
650 6 |a Leadership. 
650 6 |a Culture organisationnelle. 
650 7 |a BUSINESS & ECONOMICS  |x Management.  |2 bisacsh 
650 7 |a BUSINESS & ECONOMICS  |x Reference.  |2 bisacsh 
650 7 |a BUSINESS & ECONOMICS  |x Skills.  |2 bisacsh 
650 7 |a Corporate culture  |2 fast 
650 7 |a Creative ability in business  |2 fast 
650 7 |a Creative thinking  |2 fast 
650 7 |a Employee motivation  |2 fast 
650 7 |a Games  |2 fast 
650 7 |a Incentives in industry  |2 fast 
650 7 |a Leadership  |2 fast 
650 7 |a Motivation (Psychology)  |2 fast 
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