HjemGrupperSnakMereZeitgeist
Søg På Websted
På dette site bruger vi cookies til at levere vores ydelser, forbedre performance, til analyseformål, og (hvis brugeren ikke er logget ind) til reklamer. Ved at bruge LibraryThing anerkender du at have læst og forstået vores vilkår og betingelser inklusive vores politik for håndtering af brugeroplysninger. Din brug af dette site og dets ydelser er underlagt disse vilkår og betingelser.

Resultater fra Google Bøger

Klik på en miniature for at gå til Google Books

Game Frame: Using Games as a Strategy for…
Indlæser...

Game Frame: Using Games as a Strategy for Success (udgave 2011)

af Aaron Dignan (Forfatter)

MedlemmerAnmeldelserPopularitetGennemsnitlig vurderingSamtaler
654402,654 (3.2)Ingen
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we're addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It's not the experiences themselves but the way they're structured that matters. All our lives we've been told that games are distractions--playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader--and, by extension, the world itself--more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.… (mere)
Medlem:KA-library
Titel:Game Frame: Using Games as a Strategy for Success
Forfattere:Aaron Dignan (Forfatter)
Info:Free Press (2011), 224 pages
Samlinger:Nonfiction, Dit bibliotek
Vurdering:
Nøgleord:Ingen

Work Information

Game Frame: Using Games as a Strategy for Success af Aaron Dignan

Ingen
Indlæser...

Bliv medlem af LibraryThing for at finde ud af, om du vil kunne lide denne bog.

Der er ingen diskussionstråde på Snak om denne bog.

Viser 4 af 4
This is another interesting book that focuses on gaming and gamification of the real world. Game frame: Using games as strategy for success* is written by Aaron Dignan, the founder of Undercurrent, a digital strategy firm.

Game Frame is a 203-page book packed with useful information about games and gamification. Dignan spreads his observations across ten chapters or levels, a back story, and an appendix. In my opinion, levels eight and nine are the most powerful pieces of the book. This is where Dignan introduces the idea of the Game Frame and how to implement it to improve skill performance. Read more ( )
  skrabut | Sep 2, 2020 |
This is like a sublevel of the McGonigal book. ( )
  Baku-X | Jan 10, 2017 |
This is like a sublevel of the McGonigal book. ( )
  BakuDreamer | Sep 7, 2013 |
Viser 4 af 4
ingen anmeldelser | tilføj en anmeldelse
Du bliver nødt til at logge ind for at redigere data i Almen Viden.
For mere hjælp se Almen Viden hjælpesiden.
Kanonisk titel
Originaltitel
Alternative titler
Oprindelig udgivelsesdato
Personer/Figurer
Vigtige steder
Vigtige begivenheder
Beslægtede film
Indskrift
Tilegnelse
Første ord
Citater
Sidste ord
Oplysning om flertydighed
Forlagets redaktører
Bagsidecitater
Originalsprog
Canonical DDC/MDS
Canonical LCC

Henvisninger til dette værk andre steder.

Wikipedia på engelsk (1)

Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we're addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It's not the experiences themselves but the way they're structured that matters. All our lives we've been told that games are distractions--playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader--and, by extension, the world itself--more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

No library descriptions found.

Beskrivelse af bogen
Haiku-resume

Current Discussions

Ingen

Populære omslag

Quick Links

Vurdering

Gennemsnit: (3.2)
0.5
1 1
1.5
2 2
2.5
3 3
3.5
4 2
4.5
5 2

Er det dig?

Bliv LibraryThing-forfatter.

 

Om | Kontakt | LibraryThing.com | Brugerbetingelser/Håndtering af brugeroplysninger | Hjælp/FAQs | Blog | Butik | APIs | TinyCat | Efterladte biblioteker | Tidlige Anmeldere | Almen Viden | 203,243,139 bøger! | Topbjælke: Altid synlig