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El. knyga: Alternate Reality Games: Gamification for Performance

3.71/5 (12 ratings by Goodreads)
(Harrisburg University of Science and Technology, PA, USA)
  • Formatas: 130 pages
  • Išleidimo metai: 30-Mar-2016
  • Leidėjas: Productivity Press
  • Kalba: eng
  • ISBN-13: 9781498722391
  • Formatas: 130 pages
  • Išleidimo metai: 30-Mar-2016
  • Leidėjas: Productivity Press
  • Kalba: eng
  • ISBN-13: 9781498722391

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While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.

Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation.

Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.
Preface ix
Chapter 1 Why Am I Negotiating with Aliens during Sales Training?
1(14)
The Arg Journey
2(1)
Arg Examples
3(3)
An Arg Or Not An Arg
6(3)
An ARG Is Not eLearning
6(1)
An ARG Is Not a Computer Game
6(1)
An ARG Is Not Geocaching
7(1)
An ARG Is Not a Scavenger Hunt
7(1)
An ARG Is Not Live Action Role-Playing
8(1)
An ARG Is Not Just Social Learning
8(1)
An ARG Is Sort of Gamification
9(1)
An ARG Is Transmedia
9(1)
The Learning Connection
9(3)
The Business Applications
12(2)
Endnotes
14(1)
Chapter 2 New Employees Should Be Finding the CEO
15(12)
Arg 1 Immersion Into New Programs
16(3)
Arg 2 Teamwork and Collaborative Narrative
19(1)
Arg 3 Optimize Training Time
19(1)
Arg 4 Increased Skills
20(1)
Fueling Innovation And Other Organizational Benefits
21(1)
Full Participation
22(2)
Multiple Rabbit Holes
24(1)
The Buddy System
24(1)
Bait-and-Switch0
24(1)
Endnotes
25(2)
Chapter 3 Keeping Up with the Joneses
27(12)
Other Args To Explore
37(1)
Endnotes
37(2)
Chapter 4 All the World Is a Stage
39(14)
Building An Arg
40(1)
Initiation
41(1)
Preproduction
42(4)
Build the Teams
42(1)
Define the Goals, Objectives, and a Preliminary Schedule
42(2)
Design the Experience
44(1)
Document the Idea and Development Process
45(1)
Build a Media Plan
46(1)
Put It All Together
46(1)
Production
46(3)
Use a Treatment to Prototype the Experience
47(1)
Building the Components
48(1)
Preparing to Fail
48(1)
Postproduction
49(1)
Go-Live
49(2)
Starting the Game
49(1)
Monitoring the Experience
50(1)
Ending the Game
51(1)
Debrief
51(1)
Endnotes
52(1)
Chapter 5 Storytime
53(16)
Player Types
55(4)
Story Structure
59(1)
Creating Your Arg Story
60(7)
Start with a Plot, Setting, and Subject
60(2)
Create Characters
62(2)
Consider the Physical Space
64(1)
Consider the Timeline
65(1)
Create the Rabbit Hole
65(1)
Create a Backstory
66(1)
Tell the Story across Multiple Mediums
66(1)
Incorporate Collaborative Storytelling
66(1)
Simple Is Better Than Complex
66(1)
Endnotes
67(2)
Chapter 6 10 Participation Points for Gryffindor
69(20)
Avoid Technology Distractions
69(1)
Make A Plan
70(1)
Evaluate Player Activities
71(2)
Identify Technologies Based On Participation
73(5)
Passive Participation
74(1)
Passive---physical
74(1)
Passive---digital
74(1)
Active Participation
75(1)
Active---physical
75(1)
Active---digital
75(1)
Immersive Participation
76(1)
Find the Future
77(1)
The Black Watchmen
77(1)
Creating Specific Interactions
78(10)
Puzzles
79(2)
Platforms
81(1)
Competition
82(2)
Social Connections
84(4)
Endnotes
88(1)
Chapter 7 Dinosaur or Perfect Bird Perch
89(12)
Mobile And Wearable Devices
93(1)
Head-Mounted Devices
94(1)
Gamification
95(2)
Blended Games
97(1)
Arg Technology
98(1)
Conclusion
98(1)
Endnotes
98(3)
Chapter 8 The Search for One-Eyed Willy
101(4)
The Book Website
101(1)
The Book Resources
101(4)
ARG Conferences
102(1)
ARG Game Sites
102(1)
Models
102(1)
Presentations
103(1)
Production Resources and Examples
103(1)
Publications
104(1)
ARG Resource Sites
104(1)
References 105(4)
Glossary 109(6)
Index 115
Charles Palmer, Harrisburg University of Science and Technology, Pennsylvania, USA

Andy Petroski, Harrisburg University of Science and Technology, Pennsylvania, USA