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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 / Dr. Jason Fox.
- Format:
- Book
- Author/Creator:
- Fox, Jason, author.
- Language:
- English
- Subjects (All):
- Incentives in industry.
- Motivation (Psychology).
- Employee motivation.
- Creative ability in business.
- Creative thinking.
- Physical Description:
- 1 online resource (228 p.)
- Edition:
- 1st edition
- Other Title:
- How to use the science of motivation with the power of game design to shift behaviour, shape culture, and make clever happen
- Place of Publication:
- Milton, Queensland : Wiley, 2014.
- Language Note:
- English
- System Details:
- text file
- Summary:
- 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 b
- Contents:
- 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
- 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
- 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
- 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
- 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!
- The game changer model
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (ebrary, viewed April 7, 2016).
- ISBN:
- 9780730307655
- 0730307654
- 9780730307662
- 0730307662
- OCLC:
- 908032135
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