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Alternate reality games: gamification for performance PDF

130 Pages·2016·7.33 MB·English
by  Palmer
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Computer Game Development P A L M E R • P E T R Alternate Reality Games O A l t e r n a t e S K I Gamification for Performance While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and R e a l i t y sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and A immersive learning beyond what is achieved in formal and con- L ventional training and communication approaches. T E Alternate Reality Games: Gamification for Performance R G a m e s leads you through the fundamentals of ARGs. It includes a dis- N cussion of what is and is not an ARG, citing examples and identi- A fying business challenges that can be addressed through ARGs. T It presents case studies that illustrate the variety of forms that E ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It R also gives guidelines for creating your own ARGs, reviewing the E process and technological tools and considerations relevant to A their creation. L G a m i f i c a t i o n f o r P e r f o r m a n c e I Presenting a thorough examination of the beneficial roles ARGs T Y can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gami- G C h a r l e s P a l m e r fication for Performance is an ideal reference for those ap- A proaching or considering ARGs for the first time as well as the M training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to E A n d y P e t r o s k i the workplace as well as methods for designing and using them. S K25627 A l te r n a te R e a l i t y G a me s Gamif icat ion for Perfor man ce A l te r n a te R e a l i t y G a me s Gamif icat ion for Perfor man ce Charles Pal mer Harrisburg University of Science and Technology, PA, USA Andy Petroski Harrisburg University of Science and Technology, PA, USA CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2016 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20151019 International Standard Book Number-13: 978-1-4987-2239-1 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmit- ted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com There are many people that have supported our work with Alternate Reality Games and gamification for performance, along with the writing of this book. Thank you to those listed below as well as those who we are ashamedly forgetting to note and the players who are the key to it all! Drew Davidson Justin Detig Janet Dubble Randall Fujimoto Harrisburg University of Science & Technology Koreen Olbrish Anthony Ortega Paula Palmer Madison Palmer Pennsylvania Educational Technology Conference & Expo Melissa Peterson Kelli Petroski Powerful Learning Practice Robert Pratten Lee Sheldon Jesse Schell The Deep Sleep Initiative Team Professor Mary Waller Ph.D Contents Preface, ix Chapter 1 Why am I NegotIatINg WIth alIeNs durINg sales traININg? 1 THE ARG JOURNEY 2 ARG EXAMPLES 3 AN ARG OR NOT AN ARG 6 An ARG Is Not eLearning 6 An ARG Is Not a Computer Game 6 An ARG Is Not Geocaching 7 An ARG Is Not a Scavenger Hunt 7 An ARG Is Not Live Action Role-Playing 8 An ARG Is Not Just Social Learning 8 An ARG Is Sort of Gamification 9 An ARG Is Transmedia 9 THE LEARNING CONNECTION 9 THE BUSINESS APPLICATIONS 12 ENDNOTES 14 Chapter 2 NeW employees should Be FINdINg the Ceo 15 ARG 1: IMMERSION INTO NEW PROGRAMS 16 ARG 2: TEAMWORK AND COLLABORATIVE NARRATIVE 19 ARG 3: OPTIMIZE TRAINING TIME 19 ARG 4: INCREASED SKILLS 20 vii viii ◾ Contents FUELING INNOVATION AND OTHER ORGANIZATIONAL BENEFITS 21 FULL PARTICIPATION 22 MULTIPLE RABBIT HOLES 24 THE BUDDY SYSTEM 24 BAIT-AND-SWITCH 24 ENDNOTES 25 Chapter 3 KeepINg up WIth the JoNeses 27 OTHER ARGS TO EXPLORE 37 ENDNOTES 37 Chapter 4 all the World Is a stage 39 BUILDING AN ARG 40 INITIATION 41 PREPRODUCTION 42 Build the Teams 42 Define the Goals, Objectives, and a Preliminary Schedule 42 Design the Experience 44 Document the Idea and Development Process 45 Build a Media Plan 46 Put It All Together 46 PRODUCTION 46 Use a Treatment to Prototype the Experience 47 Building the Components 48 Preparing to Fail 48 POSTPRODUCTION 49 GO-LIVE 49 Starting the Game 49 Monitoring the Experience 50 Ending the Game 51 DEBRIEF 51 ENDNOTES 52

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