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D86
CR
D(其他的城市有类似的工程完成的例子且revenue有增长)
D(摩托基数有增长)
RC
段一:解释gamification定义及优点
段二:举了若干例子来阐述其落地案例,但最后转折:现在的炒作遮盖了早期的很多问题
段三:描述这个概念现在在hype的顶峰,后续将会滑落
段四:虽然长期很有前途,但是短期比较危险。并且最后强调了design和clear business objective的重要性
段五:一个向好的预期:在2015前,预测40%的组织会employ it as a primary mechanism for transforming business operations
段六:一些先遣者们给出的建议:
1. Avoid Confusing Activity with Success。将重点放在business results achieved 而不是solutions
2. Treat the Audience as Players, Not Puppets: Target audience 需要被engaged
3. Clearly Define Business Objectives: clearly defined business objectives和critical analysis of the suitability of gamification to achieve those objectives的重要性
4. Design for Player-Centricity: 需要寻找游戏目标和商业目标的overlap,且游戏设计需要促使players来逼近这个goal,从而更加逼近业务goal
ABCCD
DI
1. Based on the provided information, which disciplines would require provincial allocations to fully fund their expected costs?
Shuai Jiao (only one with 90% cost covered)
2. If the total expected cost for Shaolin Kung Fu is ¥30 million, how much surplus fund will be returned to the CCSFMO’s general pool from Shaolin Kung Fu’s income?
30,000,000 – (1500+1000)*10,000 = 30,000,000-25,000,000 = 5,000,000, namely ¥5 million
3. Which discipline has the lowest percentage of its expected costs covered and will receive the highest provincial allocation?
Qigong
4. Assuming the total expenses for Qigong are ¥12 million, and the discipline receives the maximum provincial allocation, what is the total shortfall that Qigong must cover through other means?
12,000,000 – (500 + 400 + 150)*10,000 = 12,000,000 – 10,500,000 = 1,500,000, namely ¥1.5 million
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