Gamification from the perspective of service marketing
|
|
|
- Virginia Bridges
- 10 years ago
- Views:
Transcription
1 Gamification from the perspective of service marketing Kai Huotari School of Information, UC Berkeley. California, USA Hanken School of Economics, Helsinki, Finland Helsinki Institute for Information Technology HIIT, Aalto University, Finland HIIT, PO Box Aalto, Finland Juho Hamari Helsinki Institute for Information Technology HIIT, Aalto University, Finland HIIT, PO Box Aalto, Finland Abstract The developments in game industry and service design have led to an increased use of so-called game mechanics to drive customer retention and engagement outside the realm of, what can traditionally be seen as, games. This act of enhancing services with game-like features has largely been coined as gamification. The phenomenon has been thus far discussed atomically, without ties to existing literature on service marketing, to which the goals of gamification are strongly related to. This paper presents a definition for gamification from the perspective of service marketing and lays ground for future studies on gamification and marketing. Keywords Gamification, games, game design, service marketing, service design, persuasive technologies ACM Classification Keywords H1.m. Information systems - Miscellaneous Copyright is held by the author/owner(s). CHI 2011, May 7 12, 2011, Vancouver, BC, Canada. ACM /11/05. General Terms Theory, design, management
2 Introduction The use of game design in non-gaming environments have raised a lot of interest both in industry [10] and in academia [12][2] during the last years. This discussion has remained, however, mainly in the realm of game studies and social sciences. Although an increasing number of games are offered as services to consumers, only very few academic articles that bridge game design patterns to service or marketing literature have been published (see e.g.[15]; [8]; [9]). Anchoring game mechanics in the existing service marketing literature could however provide not only a framework on how gameplay could be viewed as a part of the overall service and on how they could support the core service offering but also bring proven models from the service marketing domain to the development of gamified services. In the first section of this article, we will present an overview of service marketing, its origins and its key concepts. In the second section, we will show how games can be seen as services or service systems. In the third section, we present our definition for gamification using concepts from service marketing and present examples of our conceptualization. In the final chapter, we summarize and discuss potential directions for future research. Emergence of service marketing In the late 1970 s and early 1980 s, a handful of marketing scholars started forming a new school of thought for marketing concentrating on services because the classical marketing axioms were based on the exchange of physical goods which could not provide a sufficient understanding on services.[7]. This line of research developed quite independently of the mainstream marketing science until the 1990 s [6] when it started to gain popularity also outside the sphere of service marketing scholars. Marketing theory build to fit services started to seem applicable also for goods marketing. In their 2004 article, Vargo & Lusch [16] launched the term service-dominant (S-D) logic for marketing and proclaimed that the service approach should replace the classical marketing theory. Since then, the S-D logic for marketing has gained growing interest both in academia as well as in industry. One of the key concepts of the service approach, valuein-use, help explain the ubiquitous applicability of the service logic and the profound difference between the traditional, goods-dominant logic and the new servicedominant logic. In traditional marketing theory, value is considered to be created during the production process by the company and to be embedded in the product. The product then carries the value in it and the value is transferred from company to the customer with the transaction. In service context however, this value-inexchange approach becomes meaningless, as there is no physical product to which the value could be attached. Service marketing literature sees the customer always participating in the production process as the value is generated only once the customer uses the service or the good. In this value-in-use model company s role in the value creation is to support the customers processes by offering resources into them. Resources can refer e.g. to personnel, machinery, service setting, or to available information sources.
3 Service, service system and service package For the purpose of our paper, three key concepts of service marketing need to be defined: service, service system and service package. systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms. Vargo and Lusch [16] define service as the application of specialized competences (knowledge and skills), through deeds, processes, and performances for the benefit of another entity or the entity itself. Thus, any intentional act - no matter how small - that helps an entity can be considered a service. Other definitions highlight the systems role in creating experiences. Fullerton et al [5] describes the process of designing games as envisioning what kind of an interactive experience a game should create, and proceeds to create the necessary designs, in the form of rules and procedures. Figure 1. Definition of "gamification" from perspective of service marketing A systematic bundle of services constitutes a service system that according to Spohrer et al. [14], is an arrangements of resources (including people, technology, information, etc.) connected to other systems by value propositions. A service system s aim is to use its resources and the resources of others to improve its circumstance and that of others [17]. The service package model [7] in turn helps firms manage bundled services or service systems. The basic service package consists of the core service, enabling services and enhancing services. Enabling services are required for the offering of the core service while enhancing services support the offering of the core service and thus increase its value or differentiates it from the services of the competitors. Games as service systems Large part of the current game design literature sees games as systems. For example, Salen & Zimmerman [13] have defined game in the following way: A system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome. According to Cook [3], Game mechanics are rule based Looked through the service marketing literature described above, game mechanics can be seen as services and games as service systems. They are coproduced by the game developer and the player(s). Coproduction part of the company takes place when the game s storyline is created, rules invented and the visuals are designed and the co-production part of the player(s) as well as the value-creation take place each time the game is played. The core service is to provide entertainment and fun for the player [10] and the quality of such game service is strongly determined by the functional quality of the service or game experience which is often referred to with such concepts as flow [3]. A Proposed definition for gamification Based on the literature presented above, we define gamification in the following way: Gamification is a form of service packaging where a core service is enhanced by a rules-based service system that provides feedback and interaction mechanisms to the user with an aim to facilitate and support the users overall value creation. Figure 1
4 Table 1. Examples of gamification illustrates the definition and Table 1 gives some examples of gamification. According to the definition, for example Foursquare is not a gamified service in itself, but it can potentially gamify, ie. enhance through rules, feedback and rewards other services, such as restaurants or bars. Moreover, the definition remains agnostic to the nature of the core service; meaning that the core service can also be a game that can be further gamified creating so-called meta games. From this perspective, it is not only non-games that can be gamified. Conclusion & Future directions In this paper, we have defined gamification from the perspective of service marketing. This anchoring of gamification in an existing body of knowledge will help subsequent research to examine how gamification can contribute to marketing sciences. It also provides the gamification research with proven theoretical models to build upon. An interesting line for future research could be e.g. the investigation of customer loyalty cards and other widely used marketing techniques as gamified services. Gamification could also be used to expand the servicescape model from only physical settings to more abstract constructions as Arnould and al. have evoked previously [1]. References [1] Arnould, E. J., Price, L. L. and Malshe, A. Toward a Cultural Resource-Based Theory of the Customer. In The Service-Dominant Logic of Marketing: Dialog, Debate and Directions (2006), [2] Bogost, I. Persuasive Games: The Expressive Power of Videogames [3] Cook, D. What are game mechanics? [4] Csikszentmihalyi, M. and Csikzentmihaly. M. Flow: The Psychology of Optimal Experience. HarperPerennial New York, USA, [5] Fullerton, T., Swain C. and Hoffman S.. Game Design Workshop: Designing, Prototyping, and Playtesting Games. Focal Pr, [6] Grönroos, C. Quo Vadis, Marketing? Toward a Relationship Marketing Paradigm. Journal of Marketing Management 10.5 (1994), [7] Grönroos, C. Service Management and Marketing: A Customer Management in Service Competition. 3rd ed. John Wiley & Sons Inc, [8] Hamari, J. and Järvinen, A. Building Customer Relationship through Game Mechanics in Social Games. In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. Hershey, PA: IGI Global. (2010). [9] Hamari, J. and Lehdonvirta V. Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. In International Journal of Business Science & Applied Management 5.1 (2010), [10] Kim, A. J. Putting the Fun in Functional - applying game mechanics to functional software.
5 5 [11] Koster, R. and Wright, W. A Theory of Fun for Game Design. Paraglyph press, [12] McGonigal, J. Reality is Broken: Why Games make Us Better and how they can Change the World. Penguin Pr, [13] Salen, K. and Zimmerman, E. Rules of Play: Game Design Fundamentals. MIT Press, [14] Spohrer, J. and Maglio, P. P. The Emergence of Service Science: Toward Systematic Service Innovations to Accelerate Co Creation of Value. Production and Operations Management 17.3 (2008), [15] Stenros, J. and Sotamaa, O. Commoditization of Helping Players Play: Rise of the Service Paradigm. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory (2009). [16] Vargo, S. L. and Lusch, R. F. Evolving to a New Dominant Logic for Marketing. Journal of Marketing 68.1 (2004), [17] Vargo, S. L., Maglio, P. P. and Akaka, M. A. On Value and Value Co-Creation: A Service Systems and Service Logic Perspective. European management journal 26.3 (2008),
From Goods-Dominant Logic to Service-Dominant Logic
From Goods-Dominant to Service-Dominant Service-Dominant : An Evolution or Revolution in Marketing Theory and Practice? John Molson School of Business, Concordia University October 20, 2011 Stephen L.
Service Innovation within Supply Chain Networks
Service Innovation within Supply Chain Networks Mr. Javier Yáñez-Arenas Second Year PhD Student, Doctoral Researcher in Business and Management Department of Management, Business School, University of
Framework for Designing and Evaluating Game Achievements
Framework for Designing and Evaluating Game Achievements Juho Hamari Helsinki Institute for Information Technology HIIT, Aalto University HIIT, PO Box 19215 00076 Aalto, Finland +358 40 835 9563 [email protected]
Gamification in Business: Designing Motivating Solutions to Problem Situations
Gamification in Business: Designing Motivating Solutions to Problem Situations Deborah Gears Rochester Institute of Technology Golisano College of Computing and Information Sciences Rochester, NY 14623
Leveraging the engagement of games to change energy behavior
Leveraging the engagement of games to change energy behavior Byron Reeves, Ph.D. Stanford University Department of Communication Stanford, CA 94305 USA [email protected] James J. Cummings Stanford University
Gamifying Software Development Environments Using Cognitive Principles
Gamifying Software Development Environments Using Cognitive Principles Position Paper Naomi Unkelos-Shpigel, Irit Hadar Information Systems Department, University of Haifa Carmel Mountain 31905, Haifa,
Gamification in education: How gamification can encourage learning. Ryan Montville. The Ohio state University
Running head: GAMIFICATION IN EDUCATION 1 Gamification in education: How gamification can encourage learning Ryan Montville The Ohio state University Running head: GAMIFICATION IN EDUCATION 2 Gamification
Service quality: beyond cognitive assessment Bo Edvardsson Service Research Center, Karlstad University, Karlstad, Sweden
The Emerald Research Register for this journal is available at wwwemeraldinsightcom/researchregister The current issue and full text archive of this journal is available at wwwemeraldinsightcom/0960-4529htm
LGST/OPIM 240: Gamification for Business
LGST/OPIM 240: Gamification for Business Fall 2015, 1 cu MW 9:00-10:30am Overview Gamification is the application of digital game design techniques to business and other domains. Video games are the dominant
FROM A GOODS-DOMINANT TO A SERVICE-DOMINANT BUSINESS MODEL: CASE SERVICE CONSTRUCTION. [email protected], [email protected]
FROM A GOODS-DOMINANT TO A SERVICE-DOMINANT BUSINESS MODEL: CASE SERVICE CONSTRUCTION Henri Hietala a, Minni Särkkä b, Anni Rouvinen c and Jussi Aho d ab Aalto University, School of Science and Technology,
Designing for Brand Experience Mauricy Alves da Motta Filho [email protected]
Designing for Brand Experience Mauricy Alves da Motta Filho [email protected] Customer experiences have for a time now been recognized as the new arena for building competitive advantage, and the
IMPLEMENTING GAME ELEMENTS INTO DIDACTIC PROCESS: A CASE STUDY
IMPLEMENTING GAME ELEMENTS INTO DIDACTIC PROCESS: A CASE STUDY Magdalena Borys Lublin University of Technology, Poland [email protected] Maciej Laskowski Lublin University of Technology, Poland [email protected]
INNOVATION AND VALUE-CO- CREATION THROUGH STRUCTURED INCUBATION NETWORK MODELING
INNOVATION AND VALUE-CO- CREATION THROUGH STRUCTURED INCUBATION NETWORK MODELING Sharad Kumar 1, Bhaskar Bhowmick 2 and Dhrubes Biswas 3 1, 2, 3 Rajendra Mishra School of Engineering Entrepreneurship,
Greenify: Fostering Sustainable Communities Via Gamification
Greenify: Fostering Sustainable Communities Via Gamification Joey J. Lee Assistant Professor [email protected] Eduard Matamoros [email protected] Rafael Kern [email protected] Jenna Marks
7th International Conference of the Academy of Wine Business Research (AWBR) Ontario, Canada, June 12-15, 2013
1 7th International Conference of the Academy of Wine Business Research (AWBR) Ontario, Canada, June 12-15, 2013 BRANDED MARKETING EVENTS: FACILITATING CUSTOMER BRAND ENGAGEMENT Teagan Altschwager University
Resource Oriented Service Ideation: Integrating S-D Logic with Service Design Techniques.
Resource Oriented Service Ideation: Integrating S-D Logic with Service Design Techniques. Masanao Takeyama 1, Kahoru Tsukui 1, Yoshitaka Shibata 2 [email protected] 1Keio University, Tokyo, Japan;
What is gamification?
What is gamification? John Gevisser Achievement Awards Group achievement awards group Engage Motivate Reward Around the world, people spend 3 billion hours a week playing computer and video games. Call
Conceptual Model for Mapping Service Innovations: Case of Forestry Services in Finland
Conceptual Model for Mapping Service Innovations: Case of Forestry Services in Finland Osmo Mattila 1 *, Mikko Tervo 1, Anne Toppinen 1 and Pekka Ripatti 2 1 University of Helsinki, Department of Forest
Game arthritis, physical deformations and other video game induced diseases: game studies beyond agency and materiality
Game arthritis, physical deformations and other video game induced diseases: game studies beyond agency and materiality Paolo Ruffino Goldsmiths, University of London London South Bank University Gamification
Total service experience as a function of service experiences in service systems
Total service experience as a function of service experiences in service systems Ronny Schueritz, [email protected], KIT Service firms act as part of one or more service systems for the purpose of
CUSTOMER LOYALTY IN FINANCIAL SERVICES FROM A SERVICE-DOMINANT LOGIC PERSPECTIVE
CUSTOMER LOYALTY IN FINANCIAL SERVICES FROM A SERVICE-DOMINANT LOGIC PERSPECTIVE Kat Mui Ling Graduate Student, Graduate School of Business, University of Malaya, Kuala Lumpur, Malaysia Brian C. Imrie
Using Service Logic Business Model Canvas in Lean Service Development
Abstract Using Service Logic Business Model Canvas in Lean Service Development Jukka Ojasalo, PhD, [email protected] Laurea University of Applied Sciences, Espoo, Finland University of Helsinki,
Re-Conceptualizing Value-Creation
MEDDELANDEN FRÅN SVENSKA HANDELSHÖGSKOLAN HANKEN SCHOOL OF ECONOMICS WORKING PAPERS 554 Pekka Helle Re-Conceptualizing Value-Creation From Industrial Business Logic to Service Business Logic 2010 Re-Conceptualizing
Gamification: State of the Art Definition and Utilization Fabian Groh Ulm University Institute of Media Informatics Email: fabian.groh@uni-ulm.
Gamification: State of the Art Definition and Utilization Fabian Groh Ulm University Institute of Media Informatics Email: [email protected] Abstract This paper analyzes a definition of gamification
UNIVERSITY OF WATERLOO Cheriton School of Computer Science. CS798 Games for Health Fall 2015
UNIVERSITY OF WATERLOO Cheriton School of Computer Science CS798 Games for Health Fall 2015 Course Administration Course coordinator: Chrysanne Di Marco, DC1308, [email protected] Workshop leader:
Achievement Unlocked: Leading the Way to Innovation by Leveraging Game Design
Achievement Unlocked: Leading the Way to Innovation by Leveraging Game Design Abstract Presented at the California Academic & Research Libraries 2014 Conference April 4-6, 2014 San Jose, California Young
Gamified Approach to Database Normalization
Gamified Approach to Database Normalization Kavisha Duggal Asst. Professor of Lovely Professional University Jalandhar Punjab, India Anukool Srivastav Student of Lovely Professional University Jalandhar
Introduction to Game Design. Playing: Galaxy Trucker Watching: The Big Bang Theory Reading: Master Thesis! Listening: Slayer
Introduction to Game Design and Development Playing: Galaxy Trucker Watching: The Big Bang Theory Reading: Master Thesis! Listening: Slayer Game Design: What is it? Game Design is Design Design is concerned
Determining value co-creation opportunity in B2B services
Determining value co-creation opportunity in B2B services Karuna P Joshi CSEE Department University of Maryland, Baltimore County Baltimore, MD, USA [email protected] Murthy Chebbiyam IBM IBM Research New
On Gamification and Persuasion
On Gamification and Persuasion Enric Llagostera IT University of Copenhagen Abstract The discussion around gamification has been gaining strength in recent years, and game scholars are focusing on the
Gamifying Wikis for Learning Engagement
Gamifying Wikis for Learning Engagement LITERATURE SYNTHESIS Reitumetse Chaka University Of Cape Town [email protected] ABSTRACT Sakai, an educational institution system, delivers a number of features
To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games
To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games Jessica Ip and Jeremy Cooperstock, Centre for Intelligent Machines, McGill University, Montreal,
Service-Dominant Logic: A Framework for Managing Co-Creation of Value
Service-Dominant Logic: A Framework for Managing Co-Creation of Value Adrian Payne, and Pennie Frow, Cranfield School of Management, UK Kaj Storbacka, Nyenrode Business Universiteit, Netherlands Abstract
ROOT OF PLAY GAME DESIGN FOR DIGITAL HUMANISTS
ROOT OF PLAY GAME DESIGN FOR DIGITAL HUMANISTS Andy Keenan, University of Toronto Matt Bouchard, University of Toronto INTRODUCTORY ESSAY This exercise is a game development approach embedded within a
Revista Economică 67:3 (2015) BUSINESS IS PERSONAL. INSIGHTS FROM EXPERIENTIAL MARKETING AND S-D LOGIC
BUSINESS IS PERSONAL. INSIGHTS FROM EXPERIENTIAL MARKETING AND SD LOGIC TRIȘCĂ Gelu 1 Eftimie Murgu University of Reșița Abstract The paper investigates the antecedents of customer loyalty described in
Scoring Points With Students: The Gamification of a First-Year Course. Agenda. FYE as a Game. International Conference on the FYE July 18, 2012 1
Scoring Points With Students: The Gamification of a First-Year Course Course Coordinator International Programs Advisor & Lecturer Bryan School of Business & Economics 1. The FYE as a Game Agenda 2. BUS
Potentials of Gamification in Learning Management Systems: A Qualitative Evaluation
Potentials of Gamification in Learning Management Systems: A Qualitative Evaluation Jan Broer, Andreas Breiter Institute for Information Management Bremen and University of Bremen, Germany {jbroer,[email protected]}
Foreword: Marketing and Pricing in the Digital Environment
: Marketing and Pricing in the Digital Environment Aurelio G. Mauri During the last years radical changes in the global economy have dramatically affected business strategies and transformed the habits
Gamification in Education: What, How, Why Bother?
Gamification in Education: What, How, Why Bother? Joey J. Lee, Teachers College Columbia University, NY Jessica Hammer, Teachers College Columbia University, NY Lee, Ph.D., is an Assistant Professor of
Prototyping in Digital Service Design
Aalto University School of Science Master s Programme in Service Design and Engineering Stefanie Hofemann Prototyping in Digital Service Design Exploring User Needs for a Meeting Scheduling Service Master
GAMIFY ONLINE SAFETY TRAINING
GAMIFY ONLINE SAFETY TRAINING Case studies from Roche and Regis Corporation Presented by: Leanne Batchelder VP of Client Relations ABOUT ME Mom, wife, writer, pop-culture fanatic, die-hard Colts fan, vice
Gaming the System: Video Games as a Theoretical Framework for Instructional Design
: Video Games as a Theoretical Framework for Instructional Design, University of North Carolina at Greensboro Abstract: In order to facilitate analyzing video games as learning systems and instructional
Raising engagement in e-learning through gamification
Raising engagement in e-learning through gamification Cristina Ioana Muntean Cybernetics and Statistics, Babes-Bolyai University, Romania Strada Mihail Kogălniceanu, Nr. 1, Cluj-Napoca, Romania E-mail:
A User-Centered Theoretical Framework for Meaningful Gamification
A User-Centered Theoretical Framework for Meaningful Gamification Scott Nicholson, School of Information Studies, Syracuse University [email protected] http://becauseplaymatters.com Abstract: Gamification
What Can A Service Logic Offer Marketing Theory. Christian Grönroos. CERS Center for Relationship Marketing and Service Management
What Can A Service Logic Offer Marketing Theory Christian Grönroos CERS Center for Relationship Marketing and Service Management Hanken Swedish School of Economics Finland P.O.Box 479 FIN-00101 Helsinki,
SeedMate: An Augmented Reality App and Game for Gardening Education
SeedMate: An Augmented Reality App and Game for Gardening Education Federico Casalegno Director, Mobile [email protected] Jason Lipshin [email protected] Stella Kim [email protected] Aurimas Bukauskus [email protected]
Co-Creation as a Competitive Advantage: New Dimensions and Paradigms
Co-Creation as a Competitive Advantage: New Dimensions and Paradigms Anupam Krishna Assistant Professor Manipal University, Jaipur, India [email protected] Sunishtha Dhaka Research Scholar Manipal University,
Video Games and Education Syllabus MSTU 4039.001 Jessica Hammer
Course Overview Video Games and Education Syllabus MSTU 4039.001 Jessica Hammer This course is called Video Games in Education, taught by Jessica Hammer. We will meet every Monday from 3pm until 4:40pm.
What Do Master s Thesis Titles Inform about Media Technology?
What Do Master s Thesis Titles Inform about Media Technology? Oittinen, P. Aalto University, School of Science (Aalto SCI), Department of Media Technology, P.O.Box 15500, FIN-00076 Aalto, Finland, http://media.tkk.fi
From Game Design Elements to Gamefulness: Defining Gamification
From Game Design Elements to Gamefulness: Defining Gamification Sebastian Deterding Hans Bredow Institute for Media Research, Hamburg University 20354 Hamburg, Germany +49 151 400 300 44 [email protected]
Value co-creation as a determinant of success in crowdfunding experiences in the. cultural sector. María José Quero
Value co-creation as a determinant of success in crowdfunding experiences in the cultural sector María José Quero Department of Economics and Business Administration Marketing and Market Research Unit
Adaptation of Rapid Prototyping Model for Serious Games Development
Journal of Computer Science and Information Technology June 2014, Vol. 2, No. 2, pp. 173-183 ISSN: 2334-2366 (Print), 2334-2374 (Online) Copyright The Author(s). 2014. All Rights Reserved. Published by
How serious games help you work smarter
1/ 5 How serious games help you work smarter Executive viewpoint Sandy Carter, Vice President, SOA, BPM & WebSphere Marketing, Strategy and Channels, talks about the serious side of gaming, business event
A NEW PERSPECTIVE ON PORT SUPPLY CHAIN MANAGEMENT ACCORDING TO THE SERVICE DOMINANT LOGIC
A NEW PERSPECTIVE ON PORT SUPPLY CHAIN MANAGEMENT ACCORDING TO THE SERVICE DOMINANT LOGIC ABSTRACT PURPOSE OF THE PAPER The increasing role of ports in the whole logistics system invites a more detailed
User experience research and practice two different planets?
User experience research and practice two different planets? Aalto University, School of Art and Design , background MSc in computer science 1993 Nokia Research Center 1995-2010 PhD 2006 (mobile internet
Value Co-Creation through Communities in Online Business Models -the case of trivago
Value Co-Creation through Communities in Online Business Models -the case of trivago Prof. Dr. Stephan Stubner Chair of Strategic Management and Family Businesses July 2013 Agenda Subtitle 1 2 3 Introduction
When User Experience Met Agile: A Case Study
When User Experience Met Agile: A Case Study Michael Budwig User Experience Manager PayPal 2211 North 1 st Street, San Jose, California 95131 USA [email protected] Soojin Jeong Manager, User Interface
Gamification in Higher Education
MA Games Design Gamification in Higher Education University of Central Lancashire Moira Whyte [email protected] May, 2013 Abstract Gamification in Higher Education The study indicates that games can
ActionScript 3 and Game Design
Lecture 2: ActionScript 3 and Game Design Promise Get you up to speed on Flash Tell you about an interesting experiment Teach basics of game design 2 Outline Updates Flash / ActionScript 3 What is a game?
Customer-oriented Service in manufacturing :Perceived differences
Customer-oriented Service in manufacturing kim, Won Joong Customer-oriented Service in manufacturing :Perceived differences Kim, Won Joong There are many studies on the application of manufacturing-based
On- and Off-Line User Interfaces for Collaborative Cloud Services
On- and Off-Line User Interfaces for Collaborative Cloud Services Wolfgang Stuerzlinger York University, Dept of Computer Science & Engineering 4700 Keele Street Toronto, Canada http://www.cse.yorku.ca/~wolfgang
Bridging Micro and Macro Domains: Workforce Differentiation and Strategic Human Resource Management
Special Issue: Bridging Micro and Macro Domains Journal of Management Vol. 37 No. 2, March 2011 421-428 DOI: 10.1177/0149206310373400 The Author(s) 2011 Reprints and permission: http://www. sagepub.com/journalspermissions.nav
Alma Mater Studiorum Università di Bologna. SCUOLA DI SCIENZE Corso di Laurea Magistrale in Informatica. Gamification
Alma Mater Studiorum Università di Bologna SCUOLA DI SCIENZE Corso di Laurea Magistrale in Informatica Gamification Tesi di laurea in Interazione Persona Computer Relatore: Chiar.mo Prof. Fabio Vitali
Gamification to Support Cyber Security Community Education in Lebanon
Gamification to Support Cyber Security Community Education in Lebanon Antoine M. Melki 1, Moussa G. Chatrieh 2 1 Instructional Technology Unit, University of Balamand, Balamand, Koura, Amioun 33, Lebanon
Mobile Phones and Information Capture in the Workplace
Mobile Phones and Information Capture in the Workplace Amrita Thakur Ricoh Innovations, Inc. 2882 Sand Hill Rd. Ste 115 Menlo Park, CA 94063 [email protected] Michael Gormish Ricoh Innovations,
