1st Edition

Alternate Reality Games Gamification for Performance

By Charles Palmer, Andy Petroski Copyright 2016
130 Pages 21 B/W Illustrations
by A K Peters/CRC Press

130 Pages
by A K Peters/CRC Press

130 Pages
by A K Peters/CRC Press

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 sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication... Read more

Why Am I Negotiating with Aliens during Sales Training?
The ARG Journey
ARG Examples
An ARG or Not an ARG
The Learning Connection
The Business Applications
Endnotes

New Employees Should Be Finding the CEO
ARG 1: Immersion into New Programs
ARG 2: Teamwork and Collaborative Narrative
ARG 3: Optimize Training Time
ARG 4: Increased Skills
Fueling Innovation and Other Organizational Benefits
Full Participation
Multiple Rabbit Holes
The Buddy System
Bait-and-Switch
Endnotes

Keeping Up with the Joneses
Other ARGs to Explore
Endnotes

All the World Is a Stage
Building an ARG
Initiation
Preproduction
Production
Postproduction
Go-Live
Debrief
Endnotes

Storytime
Player Types
Story Structure
Creating Your ARG Story
Endnotes

10 Participation Points for Gryffindor
Avoid Technology Distractions
Make a Plan
Evaluate Player Activities
Identify Technologies Based on Participation
Creating Specific Interactions
Endnotes

Dinosaur or Perfect Bird Perch
Mobile and Wearable Devices
Head-Mounted Devices
Gamification
Blended Games
ARG Technology
Conclusion
Endnotes

The Search for One-Eyed Willy
The Book Website
The Book Resources

Biography

Charles Palmer, Harrisburg University of Science and Technology, Pennsylvania, USA

Andy Petroski, Harrisburg University of Science and Technology, Pennsylvania, USA