Transforming learning and IT management through gamification /

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Bibliographic Details
Author / Creator:Prakash, Edmond C., author.
Imprint:Cham : Springer, 2015.
Description:1 online resource (xi, 119 pages) : illustrations (some color).
Language:English
Series:International series on computer entertainment and media technology, 2364-947X
International series on computer entertainment and media technology (Springer (Firm))
Subject:
Format: E-Resource Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/11095632
Hidden Bibliographic Details
Other authors / contributors:Rao, Madhusudan, author.
ISBN:9783319186993
331918699X
3319186981
9783319186986
9783319186986
Digital file characteristics:text file PDF
Notes:Includes bibliographical references.
Online resource; title from PDF title page (SpringerLink, viewed August 13, 2015).
Summary:This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.
Other form:Printed edition: 9783319186986
Standard no.:10.1007/978-3-319-18699-3