Results 111 to 120 of about 114,668 (269)
ABSTRACT This article explores how the interaction between experiential learning and sensemaking helps organizations develop dynamic capabilities essential for maintaining a competitive advantage during turbulent planned changes. It clarifies the microprocesses through which leaders and teams sense, seize, and transform opportunities in emerging market
Adriana Locatelli Bertolini +2 more
wiley +1 more source
Decision Support Model for Introduction of Gamification Solution Using AHP
Gamification means the use of various elements of game design in nongame contexts including workplace collaboration, marketing, education, military, and medical services.
Sangkyun Kim
doaj +1 more source
Engaging the Next Generation: Designing an Experiential Intensive Care Unit Workshop on Neurologic Emergencies for Medical Students From Diverse Backgrounds. [PDF]
ABSTRACT Background Undergraduate medical students often feel unprepared to manage unstable patients, especially in emergency and intensive care settings. Inadequate exposure to real clinical learning tasks without hands‐on experience may contribute to these feelings of unpreparedness. Traditional lectures might not sufficiently support the development
Guinat M +6 more
europepmc +2 more sources
ABSTRACT In mobile game advertising, failure‐depicting advertisements, which intentionally showcase unsuccessful gameplay scenarios, have emerged as an unexpectedly effective promotional strategy. This study examines the psychological mechanisms underlying the effectiveness of fail advertisements, with particular attention to the emotional response of ...
Moon Joonhyun +3 more
wiley +1 more source
ABSTRACT Surprise marketing, characterized by unexpected tactics such as blind boxes and spontaneous discounts, captivates consumers by sparking curiosity and participation. Despite increasing industry use, scholarly research remains fragmented and limited.
Xin‐Jean Lim +2 more
wiley +1 more source
Analysis of the gamification applications to improve the energy savings in residential buildings [PDF]
This paper proposes a set of metrics to evaluate and compare applications in a new but quickly developing field – energy management software (EMS) in residential buildings.
Casanovas Garcia, Josep +1 more
core
From Design to Implementation: NursingUP® Board Game for Positive Nursing Practice Environments
ABSTRACT Positive nursing practice environments are fundamental to patient safety, care quality, and nurses’ well‐being. However, few structured and evidence‐based interventions have been developed to actively strengthen these environments and foster collaboration among nursing teams.
Soraia Cristina de Abreu Pereira +2 more
wiley +1 more source
Exploring Collaboration in Multiplayer Gamification: A Systematic Literature Review
This article is a systematic literature review that explores aspects of collaboration in the context of gamification in multiplayer gaming environments, highlighting the potential of gamification to increase engagement and intrinsic motivation in various
Heryanto +2 more
doaj +1 more source
Play On: The Use of Games in Libraries
The use of games in the library is a currently trending topic of discussion and writing in the Library and Information Science profession. Upon first consideration, gaming may seem to be irrelevant at best and a waste of time and resources at worst ...
Hill, Christa
core +1 more source
ABSTRACT Despite the growth of eSports, the sector faces critical challenges related to its sustainability. This research analyzes these issues from an environmental, social, and governance (ESG) perspective. This paper consists of a systematic literature review on eSports and its implications for sustainability.
M. Ertz +5 more
wiley +1 more source

