Game Frame: Using Games As a Strategy for Success

Game Frame: Using Games As a Strategy for Success
定價:840
NT $ 840
  • 作者:AaronDignan
  • 出版社:Baker & Taylor Books
  • 出版日期:2011-03-08
  • 語言:英文
  • ISBN10:1451611056
  • ISBN13:9781451611052
  • 裝訂:精裝 / 14.6 x 22.2 x 2.5 cm / 普通級
 

內容簡介

  遊戲已經進入每個人的生活,大眾也愈來愈清楚,遊戲裡有我們渴望的東西:難度漸增的挑戰、進步時能得到回饋,還有勝利的喜悅。如今的遊戲不再只是訓練手眼的協調,若能善用遊戲因子,還可以增進學習效果,訓練領導力與溝通能力。無論是企業主管、父母師長、商場賣家、科學研究人員,都可以善用遊戲因子,提高自己以及他人的動機與生產力。

  本書除了說明遊戲和玩樂的本質,更教你如何把遊戲因子融合在日常事務中,在生活、學習、工作各面向,創造遊戲般令人沉迷的體驗!

  覺得好玩,就會去做!

標靶因子
  在小便斗內貼上蒼蠅的貼紙,能引發男性瞄準目標的本能,減少多達80%的尿液濺出。

競爭因子
  男性滑板選手在有「高度吸引力」的女性在場時,能成功做完較多動作,並且較少放棄。

稀有性因子
  知名的烘焙店常標榜「賣完為止」,而且一賣完就立刻打烊。為此,顧客會一天比一天更早來排隊。

新奇性因子
  臉書或推特有一種其他媒體所缺乏的祕密武器:內容會不斷更新,而且更新者是我們的朋友。這創造出源源不絕的新奇性。

進度因子
  作家伍德豪斯曾將手稿貼在牆上,比較喜歡的貼得靠近天花板,不太喜歡的貼得靠近地板。他會不斷改寫位置最低的稿頁,直到每一頁都被貼到天花板上。

感官效果因子
  每個人都有壓破所有泡泡的衝動,貼一份泡泡年曆,允許每天最後一個下班的人把當天的泡泡壓破,竟讓人們爭相加班!

重新開始因子
  研究發現,讓員工在午休時沖個澡,生產力會上升四二%,創造力也顯著增加。參與實驗者形容沖澡讓他們覺得像「充電」!

  Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters.

  All our lives we’ve been told that games are distractions — playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated.

  Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life.

  Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond.

  Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives.

  Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader — and, by extension, the world itself — more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

★本書中譯版《加入遊戲因子,解決各種問題:激發動機、改變行為、創造商機的祕密》由先覺出版。

作者簡介

亞倫.迪格南 Aaron Dignan

  從小就是遊戲迷,小學一年級的前180天都裝扮成超級英雄去上學,從此奠定了人生志向。他參與創辦「隱流」(Undercurrent)數位策略公司,目前擔任執行長,負責為跨國企業提供諮詢,協助高階主管規劃在科技日新月異環境下的企業策略。合作過的企業包括奇異、百事可樂、福特汽車等。《紐約時報》《華爾街日報》《富比世》《浮華世界》《石板》《廣告年代》等雜誌都介紹過他。他與同事在2009年無心插柳設計的益智玩具,是該年度美國耶誕檔期最暢銷的玩具。

  Aaron Dignan dressed up like a super hero for 180 straight days of the first grade, which marked the beginning of his life as an iconoclast, observer, theorist, and performer. He is a founding partner of the digital strategy firm Undercurrent, based in New York, where he advises top executives at global brands like General Electric, PepsiCo, and Ford Motor Company, helping them define their future in an increasingly technophilic world. Aaron's work at Undercurrent has been featured in The New York Times, The Wall Street Journal, Forbes, Vanity Fair, Slate, and AdAge.

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