Organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. Dale Robertas World of Workcraft provides the context and background to the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. Gamification is the concept of applying engaging elements of game theory to non-game applications, and its practical application is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. World of Workcraft provides guidance on how to (and how not to) introduce these concepts successfully.The video game market in 2013 was estimated by technology research and advisory firm Gartner to be worth close to $100 billion. ... Microsoft and Sony, battled for next-generation video game console market leadership with the Xbox One and PlayStation 4, respectively. ... Microsoft and Sony will also need interesting content, available exclusively on their platforms, that is so compelling that gamers willanbsp;...
|Title||:||World of Workcraft|
|Author||:||Mr Dale Roberts|
|Publisher||:||Ashgate Publishing, Ltd. - 2015-07-28|