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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.

Author: Jason Fox
Publisher: Hoboken : Wiley, 2014.
Edition/Format:   eBook : Document : EnglishView all editions and formats
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  Read more...
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Genre/Form: Electronic books
Electronic book
Additional Physical Format: Print version:
Fox, Jason.
Game Changer : How to Use the Science of Motivation With the Power of Game Design to Shift Behaviour, Shape Culture and Make Clever Happen.
Hoboken : Wiley, ©2014
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Jason Fox
ISBN: 9780730307662 0730307662 9780730307648 0730307646
OCLC Number: 869641159
Notes: The game changer model.
Description: 1 online resource (228 pages)
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!

Abstract:

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.

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