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  • © 2015

Transforming Learning and IT Management through Gamification

  • Illustrates the significant benefits for IT managers and educators to use gamification as a powerful learning tool
  • Provides successful case studies in Gamification that highlight practical tips techniques for effective IT management
  • Presents solutions to existing challenges facing IT managers, educators and policy makers in enterprise, academia and government

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Table of contents (8 chapters)

  1. Front Matter

    Pages i-xiii
  2. Introduction

    • Edmond C. Prakash, Madhusudan Rao
    Pages 1-6
  3. Issues Faced by IT Managers, Educators and Policy Makers

    • Edmond C. Prakash, Madhusudan Rao
    Pages 7-33
  4. Introduction to Gamification

    • Edmond C. Prakash, Madhusudan Rao
    Pages 35-46
  5. Introduction to Gamification in Enterprises

    • Edmond C. Prakash, Madhusudan Rao
    Pages 47-72
  6. Gamification in Informal Education Environments: A Case Study

    • Edmond C. Prakash, Madhusudan Rao
    Pages 73-97
  7. Gamification in Enterprise: A Case Study

    • Edmond C. Prakash, Madhusudan Rao
    Pages 99-102
  8. How Gamification Helps Managers

    • Edmond C. Prakash, Madhusudan Rao
    Pages 103-112
  9. Implementing a Gamification Solution

    • Edmond C. Prakash, Madhusudan Rao
    Pages 113-119

About this book

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.

Reviews

“This title is undoubtedly a valuable contribution to the literature in the field. Most of today’s enterprise IT managers will find many useful facts and answers on a game-oriented approach to everyday work tasks, improving employee motivation, innovation, and productivity using IT as a standard tool. … this book provides evidence for gamification’s ability to improve work culture, productivity, and success.” (F. J. Ruzic, Computing Reviews, March, 2016)

Authors and Affiliations

  • University of Bedfordshire, Luton, United Kingdom

    Edmond C. Prakash

  • Dell India, Bangalore, India

    Madhusudan Rao

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 49.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access