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Fenja Franke & Avo Schönbohm Gamification in Business Innovation Quasi-Experimental Research Results on Gamified Idea Generation
The COVID-19 pandemic has reminded us of how important the life science industry is, and compels us to find efficient management methods specific to the industry. Pharmaceuticals, drug and vaccine development labs, R&D labs, medical instrumentation, and tech companies, hygiene supply companies, medical distribution chains, all form an integral part of this industry. At the interface of scientific research, technology, innovation and management and embedded in regulatory and legal frameworks, life science management is still an under-researched field of practice and science. This edited volume addresses this research gap and offers a wide range of practical and theoretical contributions that provide insights into one of the most exciting industries. The book is primarily directed at practitioners and decision makers in the life science industry. Students and professionals of life science management at all levels as well as policy makers will find valuable insights and inspiration for their daily work and career development.
The Life Science industry has been subject to a digital revolution upending all facets of the value chain with data-driven approaches like Gene Therapy, Personalized Medicine, Advanced Cell and Tissue Engineering, Industry 4.0, Artificial Intelligence, Blockchain, Digital Twins, Internet-of-Medical-Things (IoMT) and Software-as-a-Medical-Device (SaMD). Our edited volume offers comprehensive coverage of the digital disruption sweeping through the industry. From drug discovery to manufacturing and life-cycle management, we explore the profound impact of digitalization. Our authors delve into open innovation, sci-fi prototyping, and the digital transformation of medical imaging and healthcare. This volume goes beyond theory to provide practical insights. We present business-oriented case studies, examine M&A topics, venture capital, and other investor perspectives, all with a strong focus on digitalization's role. Furthermore, we explore the cultural and ethical challenges that arise andthe necessary management changes demanded by this digital revolution.
This volume LNCS constitutes the refereed proceedings of the 13th International Conference on Games and Learning Alliance, GALA 2024, held in Berlin, Germany during November 20-22, 2024. The 30 full papers and 15 short papers were carefully reviewed and selected from 103 submissions. They focus on Designing for Engagement;, Sustainability and Environmental Literacy in Serious Games; Detecting Deception and Developing Leadership; Futures Literacy; Serious Games for Health and Immersive Learning.
This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.
Dieses Buch zeigt wie es Unternehmen gelingt Ihre Geschäftsmodelle auf die Digitale Zukunft vorzubereiten und wie dadurch Wettbewerbsvorteile geschaffen und Kundenanforderungen besser erfüllt werden können. Die Autoren aus Praxis und Wissenschaft zeigen, wie die Digitale Transformation von Unternehmen über die gesamte Wertschöpfungskette hinweg gelingt. Die Beiträge behandeln Ansätze und Instrumente, Studienergebnisse und Best Practices unterschiedlicher Industrien im Kontext der Digitalen Transformation. Die Inhalte berücksichtigen divergierende Anforderungen von Unternehmen und Industrien und können nach Bedarf kombiniert und erweitert werden, um sie an die spezifischen Rahmenbedingungen eines Unternehmens anzupassen.
Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.