Title Gamification for Business
Subtitle Why Innovators and Changemakers Use Games to Break Down Silos, Drive Engagement and Build Trust
Author Sune Gudiksen, Jake Inlove
ISBN 9780749484323
List price GBP 29.99
Price outside India Available on Request
Original price
Binding Paperback
No of pages 320
Book size 153 x 235 mm
Publishing year 2018
Original publisher Kogan Page Limited
Published in India by .
Exclusive distributors Viva Books Private Limited
Sales territory India, Sri Lanka, Bangladesh, Pakistan, Nepal, .
Status New Arrival
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Description:

Gamification for Business shows 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.


Contents:

About the book

About the authors and BizGames

Foreword

PART ONE: Seven Vital Organizational Challenges

Chapter 1. Challenge 1: Breaking down silos • Horizontal–vertical communication challenges • Internal and external communication challenges • A boundaryless organization • Third space communication • Reason 1: reach mutual understanding and shared communication • References

Chapter 2. Challenge 2: Bursting out of the blah, blah, blah • Reason 2: engage in quality dialogue through structured techniques and a multisensory experience • References

Chapter 3. Challenge 3: Closing the gap between theory and practice • Reason 3: make a meaningful connection between theory and practice • References

Chapter 4. Challenge 4: Mitigating the clash between ongoing operations and innovation • Reason 4: experiment and take risks in a constrained ‘safe’ space • References

Chapter 5. Challenge 5: Untangling complex problems • Reason 5: build capacity for navigating uncertainty and complexity • References

Chapter 6. Challenge 6: Shaking up the roles we play • Reason 6: alter and level power relations to advance fresh perspectives • References

Chapter 7. Challenge 7: Bolstering trustworthy relations • Reason 7: connect people through social interactions • References

PART TWO: A Series of Business Game Examples

Chapter 8. The acid test: The learning cycle – an in-game demonstration • Gameplay • Key gains that the game enables • References

Chapter 9. Add value – Know Your Customer • Gameplay • Key gains that the game enables • Service design as a differentiator • References

Chapter 10. Align: Implementing organizational values • A different approach for implementing values • Value: cornerstone of the company identity • Objectives: Align game • Gameplay • Key gains: living the values benefits organizational results • Reaction from participants • Origins of Align • References

Chapter 11. Bizzbuilder: How to sustainably grow a professional services business • How to apply • Success depends on insight and counterintuitive behaviour • Bizzbuilder game dynamics • Gameplay • Key gains that the game enables • Reference

Chapter 12. Business Branching: Balancing ongoing operations and innovation initiatives • A business paradox in play • The business principles in play • Gameplay: moving upwards and sideways • Marketing and promotion company case • Game versions and layers • Key gains that the game enables • References

Chapter 13. Changesetter: Leading change • Gameplay • Other game cases and employee-level games • Important effects and learning value • Expected outcomes and effects • Game purpose • Key learning from Changesetter • What does a Changesetter case contain • A client case • Analyses of game info • References

Chapter 14. Changeskills: Implementation of change through a game of guiding questions • Developing the concept into a group game • Developing the game concept into its present form • Flexible game concept • Game purpose and effect • Implementing change using Muutostaito’s game process • Post-game process • Case example: Finnish bookstore chain • References

Chapter 15. Exploring Change: Mastering change and transformation • Strengthening change leadership and corporate identity • The game concept • The role of Celemi Exploring Change • Celemi Exploring Change at work • Experience-based perspectives in the game • The change card game • Key gains the game enables • References

Chapter 16. Innovate or Dinosaur: A collaborative innovation game • The challenge of innovation and case example • Ideas are not enough • Outcomes with impact • Game design and application • Diversity and collaboration is key • Applications for the game • Summary of benefits • References

Chapter 17. Innovation Diamond Learning Game: Creating an innovative mindset • Case or application description • Applied case examples • Game purpose • Gameplay • Key learning from the game • References

Chapter 18. Leadership development simulations: From the best of intentions to real-life balance • From leadership training to new behaviour • Conservative by design • Leadership simulations as a safe practice field • Leadership simulations with Prussian inspiration • Wallbreakers – change leadership • Gamechangers – strategy execution • Bridgebuilders – global leadership • The end goal • References

Chapter 19. Linkxs: Team collaboration simulation • How it can be applied • Experience-based perspectives in the game • Facilitation insights • Gameplay • Key gains enabled by the game • The beauty of Linkxs • References

Chapter 20. Managing Your Sales Business: Improve results through effective management of your team • Gameplay • Organizational game examples • Key gains that the game enables • Success factors • References

Chapter 21. Ocean of Culture: A dialogue tool for developing the organization’s culture • Creating learning that results in change • Game purpose • Gameplay • Key learning that the game enables • Reference

Chapter 22. Pitch Perfect: Reversing the sales process • Case description • The overall storyline • Pitch Perfect game • Effects of the game • Possible application areas • Motivational perspectives in the game • Gameplay • Key gains that the game enables • References

Chapter 23. PublicProfessional: Know the effect of your communication • Short description of case • Interesting moments in the case as part of the game • Game purpose • Theoretical perspectives incorporated into the game • Experience-based perspectives incorporated into the game • Gameplay • Key learning that the game enables • Reference

Chapter 24. Stakeholder Management: Moving people while building positive relationships • Why the game was made: we have all been there • Gameplay • Case example: when being promoted is a dilemma • Key gains from playing: experimenting with the difficult • When to play: good times to experiment with the difficult • References

Chapter 25. Strategic Derby: Rapid strategic foresight with instant feedback on potential competitor moves • The challenge in strategic development • Gameplay – customer value propositions • Telecom case • Game versions and layers • Key gains that the game enables • References

Chapter 26. Tango: A pivotal element in change to develop leadership culture • The case: a leadership change process • Models used to extend Celemi Tango • Developing interpersonal competencies for leaders in change • Integrating the models in Celemi Tango • Key gains for the leadership change process • References

Chapter 27. The Meeting Design Game: A dialogue tool to improve the process of planning and designing meetings and conferences • The case • Game effects • Possible application areas • Game purpose • Gameplay • Key gains that the game enables • Reference

Chapter 28. The Way Forward: Develop and communicate a coherent strategy • Gameplay • How and where it is used • Key gains that the game enables • References

Chapter 29. Quick games: Power-up group dynamics • Applied situations • Quick game taxonomy • Brainbreak • Networking games • Co-creation games • Energizers • Team-building games • Key gains that the game enables • Theory behind • References

PART THREE: A Core Understanding of Business Games

Chapter 30. Structure in business games: Five cores • Framing metaphors • Game rules • Materials • Challenges • Participation • References

Chapter 31. Facilitation in business games: A flow between progression and emergence • Business-game tuning instrument • Suggestions for framework use • References

Chapter 32. The history and future of business games from a Dutch perspective: Understanding and influencing complex systems • Monodisciplinary to multidisciplinary • From generic to company-specific • Behaviour in gaming • Systems thinking • Serious games • Future orientation • References

Chapter 33. The history and future of business games from a UK perspective: Encourage novel, imaginative and subversive thinking • References

Chapter 34. The history and future of business games from a Nordic perspective: Towards new Nordic management • Inclusion and co-creation (leaning towards emergence) • Behaviour change and training (leaning towards progression) • Aligning with 21st-century skills • Resurrection of a board game movement • Future organizational challenges • References

Index


About the Authors:

Sune Gudiksen is associate professor in design and innovation management at Design School Kolding, Denmark. 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 an innovation consultant.


Target Audience:

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.

 

 
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