Play at Work

Play at Work
Author: Adam L. Penenberg
Publsiher: Penguin
Total Pages: 256
Release: 2013-10-03
Genre: Business & Economics
ISBN: 9781101623022

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Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.

The Game of Work

The Game of Work
Author: Charles A. Coonradt,Lee Nelson
Publsiher: Gibbs Smith
Total Pages: 208
Release: 2007
Genre: Business & Economics
ISBN: 1423601572

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Since its original printing in 1984, The Game of Work helped thousands of companies and hundreds of thousands of managers and employees experience increased job enjoyment while producing extraordinary results. The Game of Work examines the question of why people work harder at sports and recreation than they do on the job and uses these as metaphors for inspirational leadership strategies. Corporations worldwide have enjoyed the increased productivity, employee satisfaction and motivation, and bottom-line profits by implementing the concepts taught in The Game of Work. As qualified people become increasingly difficult to attract and retain, the implementation of the five principles in this book is the one key factor to improving results, retention, and recruitment. Five principles of The Game of Work: Frequent feedback; Better scorekeeping; Clearly defined goals; Consistent coaching; A higher degree of personal choice.

Overwhelmed

Overwhelmed
Author: Brigid Schulte
Publsiher: A&C Black
Total Pages: 380
Release: 2014-03-13
Genre: Biography & Autobiography
ISBN: 9781408826690

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______________________ 'Too much to do? Stop and read this' - Guardian 'For a fresh take on an eternal dilemma, Overwhelmed is worth a few hours of any busy woman's life – if only to ensure that she doesn't drop off the bottom of her own “To Do” list' - Mail on Sunday ______________________ In her attempts to juggle work and family life, Brigid Schulte has baked cakes until 2 a.m., frantically (but surreptitiously) sent important emails during school trips and then worked long into the night after her children were in bed. Realising she had become someone who constantly burst in late, trailing shoes and schoolbooks and biscuit crumbs, she began to question, like so many of us, whether it is possible to be anything you want to be, have a family and still have time to breathe. So when Schulte met an eminent sociologist who studies time and he told her she enjoyed thirty hours of leisure each week, she thought her head was going to pop off. What followed was a trip down the rabbit hole of busy-ness, a journey to discover why so many of us find it near-impossible to press the 'pause' button on life and what got us here in the first place. Overwhelmed maps the individual, historical, biological and societal stresses that have ripped working mothers' and fathers' leisure to shreds, and asks how it might be possible for us to put the pieces back together. Seeking insights, answers and inspiration, Schulte explores everything from the wiring of the brain and why workplaces are becoming increasingly demanding, to worldwide differences in family policy, how cultural norms shape our experiences at work, our unequal division of labour at home and why it's so hard for everyone – but women especially – to feel they deserve an elusive moment of peace. ______________________ 'Every parent, every caregiver, every person who feels besieged by permanent busyness, must read this book' - Anne-Marie Slaughter, author of Why Women Still Can't Have It All

Gamers at Work

Gamers at Work
Author: Morgan Ramsay
Publsiher: Apress
Total Pages: 345
Release: 2012-06-08
Genre: Computers
ISBN: 9781430233527

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"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business As an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Gamification at Work

Gamification at Work
Author: Janaki Mythily Kumar,Mario Herger
Publsiher: Unknown
Total Pages: 168
Release: 2013
Genre: Computers
ISBN: 8792964079

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Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

F k Work Let s Play

F  k Work  Let s Play
Author: John Williams
Publsiher: Pearson UK
Total Pages: 305
Release: 2020-08-21
Genre: Self-Help
ISBN: 9781292349381

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‘A compelling 10-step escape from corporate life that could spell a rash of resignation letters’ – Sunday Times Stuck in a job that’s boring you to tears? Slogging away at a business that’s never quite taken off? Still can’t decide what you’d rather do? It’s time to say ‘enough’. The world has changed. It’s now possible for anyone to make a living from doing the things they love. The only problem is that no one has shown you how. Until now. Based on life-changing ideas and tools proven with tens of thousands of people over the last decade, F**k Work Let’s Play is your blueprint to create a work-life full of fun, freedom and creativity; something more like play than work. Packed full of stories from people who turned a passion into a living – or even a multi-million-pound business – you’ll discover 10 secrets to transform your working life, starting today. There’s no need to suffer unfulfilling work a moment longer. Whether you want to start a business, create your ideal job, or change the world, F**k Work, Let’s Play is your guide to doing what you love and getting paid for it.

Vygotsky at Work and Play

Vygotsky at Work and Play
Author: Lois Holzman
Publsiher: Routledge
Total Pages: 222
Release: 2016-12-14
Genre: Psychology
ISBN: 9781317384106

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Vygotsky at Work and Play is an intimate portrayal of the Vygotskian-inspired approach to human development known as ‘social therapeutics’ and ‘the psychology of becoming’. Holzman provides an accessible, practical-philosophical portrayal of a unique performance-based methodology of development and learning that draws upon a fresh reading of Vygotsky. This expanded edition includes new content dealing with how Lev Vygotsky’s work can be applied to profound social issues of our times, including worsening police/community relations, authoritarianism in schools, the medical-model approach to social/emotional life, and the erosion of play in Western cultures. Holzman also weaves together Vygotsky’s discoveries with qualitative case studies from organizations that practice the approach in psychotherapy offices, classrooms, outside-of-school programs, corporate workplaces and virtual learning environments. The new edition of Vygotsky at Work and Play poses a practical-critical challenge to more traditional conceptions and methods of psychology and education, introducing performance as a new ontology and the author’s own activist research performance as a new way to do psychology. It is an essential read for researchers and professionals in educational and developmental psychology, psychotherapy, cultural historical activity, social science, performance studies and education.

Work and Play A workplace grumpy sunshine forced proximity small town romance

Work and Play  A workplace  grumpy sunshine  forced proximity  small town romance
Author: Julia Jarrett
Publsiher: Julia Jarrett
Total Pages: 281
Release: 2022-01-27
Genre: Fiction
ISBN: 9182736450XXX

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I’m stuck sharing a house with my hot new boss…And I just walked in on him in the shower. Landing a major interior design contract for the new winery in Dogwood Cove is supposed to be my fresh start. But sharing a house with the annoyingly sexy winemaker Finn McNeil? That wasn’t part of the plan… To make it worse, Finn’s made it very clear he doesn’t want me around - at work, or anywhere else. I’m determined to win him over with my charm and professionalism. Not only do I need this job, but this town has become more than a place to earn a living, it’s become home. Which is why giving into the undeniable attraction we feel could spell disaster for both of us. Work and Play is the ultimate steamy small town romance for fans of forced proximity, a quirky heroine who knows what she wants, and a winemaker who’s determined to avoid her.This book is for readers who love grumpy-sunshine banter, a dirty talking hero, a close friend group, low angst and high heat with a guaranteed HEA. This is the third book in the Dogwood Cove series and can be read as a standalone, although the series is best enjoyed if read in order.