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What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society an...
Caveat venditor—let the seller beware While marketers look for more ways to get personal with customers, including new tricks with “big data,” customers are about to get personal in their own ways, with their own tools. Soon consumers will be able to: • Control the flow and use of personal data • Build their own loyalty programs • Dictate their own terms of service • Tell whole markets what they want, how they want it, where and when they should be able to get it, and how much it should cost And they will do all of this outside of any one vendor’s silo. This new landscape we’re entering is what Doc Searls calls The Intention Economy—one in which demand will drive supply f...
Explains how trust is a key catalyst for personal and organizational success in the twenty-first century, in a guide for businesspeople that demonstrates how to inspire trust while overcoming bureaucratic obstacles.
With the growth in social networking and the potential for larger and larger breaches of sensitive data,it is vital for all enterprises to ensure that computer users adhere to corporate policy and project staff design secure systems. Written by a security expert with more than 25 years' experience, this book examines how fundamental staff awareness is to establishing security and addresses such challenges as containing threats, managing politics, developing programs, and getting a business to buy into a security plan. Illustrated with real-world examples throughout, this is a must-have guide for security and IT professionals.
“A fantastic and engaging read!” — Ruth Ross, Author of Coming Alive: The Journey to Reengage Your Life And Career “...a mirror to reflect and a tool to redefine the purpose and responsibility of the business word.” — Rami Kleinmann, President & CEO of the Canadian Friends of the Hebrew University The prevailing mindset in business, which values profit above our own well-being and the environment that sustains us, is insane. But creating a healthy, humane world requires more than new organizational models that merely shift the deck chairs on a sinking ship. We need to entirely re-imagine the nature of business, work, and life. In Our Journey to Corporate Sanity, Ayelet Baron guides us through transformational stories from leading business pioneers who share how they are profitably creating a more beautiful and humane world. Draw from their collective wisdom to help chart your own journey to a new mindset of 21st-century leadership.
Blockchain technology may have first emerged with bitcoin but its significance extends far beyond the financial sector: it is ushering in a whole new techno-economic paradigm. This book provides the first critical, in-depth examination of blockchain’s transformative impact on the creative industries, including music, media, art and gaming. Drawing on interviews with 10 leading start-ups and a comprehensive review of the literature, the author examines blockchain’s impact on business models, addresses the barriers and risks, and concludes with policy recommendations that will help unlock value in the UK’s creative economy.
In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. This edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.
Over half a million copies sold Six murders. One hundred pages. Millions of possible combinations… but only one is correct. Can you solve Torquemada’s murder mystery? In 1934, the Observer’s cryptic crossword compiler, Edward Powys Mathers (aka Torquemada), released a novel that was simultaneously a murder mystery and the most fiendishly difficult literary puzzle ever written. The pages have been printed in an entirely haphazard order, but it is possible – through logic and intelligent reading – to sort the pages into the only correct order, revealing six murder victims and their respective murderers. Dare you take it on? Please note: this puzzle is extremely difficult and not for the faint-hearted.
Jeremiah Bourne is in greater danger than he realises. As Jeremiah is swept from his crumbling home in Blackfriars in 2019, to the same house but in 1910, he suddenly faces two questions: how did he get here, and how can he get back to his own time? On his quest for answers, he encounters a cast of comic characters and situations: a coven of free-thinking spiritualists, a futuristic residents’ association, warring street gangs, eugenic scientists, aggressive domestic servants and a nudist magistrate. But his activities have alerted a community of time travellers from the future, who set out to capture and investigate him. Who can Jeremiah trust to help him? And could there be a link between his time-travelling gift and his mother’s sudden disappearance when he was only nine? Will he inadvertently lead the wrong people to her? This electrifying first instalment of Nigel Planer’s Time Shard Chronicles trilogy takes a new and original look at the possibility of time travel as it catapults you into a thrilling journey across London and through time.
Wikis as information sources, as a form of publishing, and as tools for collaboration, are discussed in this book. The applications of wikis in library and information services, education and business are explored, with examples. Provides an overview of wikis, in the context of the increasing use of 'social software' and the trend towards a more interactive World Wide Web. The different kinds of wikis are identified and described. The advantages and problems associated with using wikis in information work and collaboration are discussed. One of the problems is simply that of finding wikis that deal with a particular topic or activity, and this is addressed through a discussion of directories...