General

Authors

Search


Committee login



 
 

 


 

 

Forthcoming

Small thumbnail

Secure Connected Objects

Small thumbnail

Banach, Fréchet, Hilbert and Neumann Spaces

Analysis for PDEs Set – Volume 1

Small thumbnail

Semi-Markov Migration Models for Credit Risk

Stochastic Models for Insurance Set – Volume 1

Small thumbnail

Human Exposure to Electromagnetic Fields

From Extremely Low Frequency (ELF) to Radio Frequency

Small thumbnail

Enterprise Interoperability

INTEROP-PGSO Vision

Small thumbnail

Data Treatment in Environmental Sciences

Multivaried Approach

Small thumbnail

From Pinch Methodology to Pinch-Exergy Integration of Flexible Systems

Thermodynamics – Energy, Environment, Economy Set

Small thumbnail

Exterior Algebras

Elementary Tribute to Grassmann's Ideas

Small thumbnail

Nonlinear Theory of Elastic Plates

Small thumbnail

Cognitive Approach to Natural Language Processing

Small thumbnail

The Gamification of Work

The Use of Games in the Workplace

Emmanuelle Savignac, EHESS, France

ISBN: 9781786301239

Publication Date: January 2017   Hardback   198 pp.

120 USD


Add to cart

eBooks


Ebook Ebook

Description

Working organizations regularly use games for their training activities or communications in the workplace. The increasing use of serious games by businesses cannot obscure the use, for several decades, of “situation” games: role-playing, simulation and “scenarios” that support many training, learning, awareness and teambuilding sessions in companies. This use of social games, constantly renewed by management, invites the question of what businesses and their leaders find in these games that could be useful to work and production, as play and work are traditionally opposed.
Based on the observation of role playing and simulation, this book seeks to analyze the effectiveness of games in a professional context. Exploring several theories of games, it shows how the well-known concepts – in social sciences and humanities – of frame, role or fiction can help us to rethink what the gamification of work could be and how it could operate.

Contents

1. Prelude: Fun, Play, Game, Ludus… A Survey of Game Theories.
2. Games in Business.
3. Performativity of the Game : Games and the Structuring of Experience.

About the Authors

Emmanuelle Savignac is an anthropologist, a graduate of EHESS, a researcher at Cerlis and a lecturer at the New Sorbonne. After studying the effects of “fun management” in start-ups, she is now studying the use of play and gamification in companies.

Downloads

DownloadTable of Content - PDF File - 352 Kb

































0.04994 s.