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'Successful Game-Based Learning' is a comprehensive and engaging resource for both students practitioners who need to understand the underpinnings - historical, research-based, and common reference points - of our industry.  The breath of influences wrangled together is truly impressive.
-Clark Aldrich | Managing Partner, Clark Aldrich Designs LLC

“EMOTIFY! The power of the human element in game-based learning, serious games and experiential education is an easy-to-follow book where readers can learn valuable takeaways about the ways in which play can drive learning. The authors share research-grounded insights on how games and simulations can experientially enhance coursework for all learners.”
--Matthew Farber, Ed.D., Assistant Professor, University of Northern Colorado and Author of Gamify Your Classroom and Game-Based Learning in Action.

“Rigorous, Practical, Accessible! In writing EMOTIFY! The power of the human element in game-based learning, serious games and experiential education, Michael Sutton and Kevin Allen have done us a great service – a book on Game-Based Learning that is full of rigour and research, based on deep real-world scars-on-our-backs experience and a very engaging and enjoyable to read through its narrative writing style, helpful diagrams and quirky cartoons. A very compelling combination!
I also love the fact that the book devotes two whole chapters to  the non-trivial topic of how to successfully introduce GBL into your organization and going beyond just a successful pilot project. The authors totally understand that this, in itself, is a tricky change management project and needs to be treated as such." 
--Ken Thompson, Practitioner, Author and Speaker on collaboration, high performing teams and game-based learning, and managing director of Business Simulations Ltd.

“What do you get when you combine the wisdom of an educator with that of a self-proclaimed advertiser man? A wealth of information that compliments any educator’s tool belt of resources. To be clear, this book is not meant to be a step-by-step guide for creating games. Instead, the authors provide “the other information” that is needed to assist educators with being able to frame and implement game-based learning. Readers will find it helpful to understand the theory that guides their practice, the rationale behind game-based learning (GBL), including recognizing the needs of the learners, and be provided with suggestions for reaching stakeholders. The supplementary exercises, quests, and links to additional resources provide the educator-developer, or those with just a need for an overview of game-based learning, with the information they need to understand their audience and how to reach them with GBL.” 
--Timothy C. Clapper, Editor-in-Chief,  Simulation & Gaming

“This is a fun and engaging read, interesting history of "Serious Games" and Game-based Learning and fun "challenges" incorporating the concepts described within the reading process. Appreciated the weaving of solid academic research with a casual, conversational tone, which makes the content accessible and approachable. After reading this book, you'll have a great sense of game-based learning.”
--Karl Kapp, Ed.D. Author of The Gamification of Learning and Instruction and Play to Learn.

“Game-based Learning is not new. Some people have been applying it in business and education for decades. Michael and Kevin belong to this group and, fortunately for the rest of us, they’ve published this book. It’s well-written, accessible and is a ‘must read’ for anyone interested in how games can disrupt and improve education, learning and training.” 
--Andy Yeoman, Co-founder, Focus Games Ltd.

“We have entered the era of Lifestyle Learning, in which we all need to learn rapidly to remain relevant. Embedding our learning activities into games engages learners to frequently practice and build capabilities as an ongoing habit. Humans are social creatures - we enjoy solving challenges with others, either collaboratively or competitively (or increasingly as a paradoxical mix of both). Gamification has appropriately received a great deal of support in recent years as a means of stimulating experiential learning. This works well - IF the game design is well crafted and reflections well facilitated. 
This is the gift afforded to you from Michael Sutton and Kevin Allen: How to gamify your learning to optimise impact on performance.”
--Dr Arthur Shelley, Founder of Intelligent Answers, Author of The Organizational Zoo and Producer of Creative Melbourne.

“Michael and Kevin provide a thorough and detailed look at game-based learning and explore the key models for why games make wonderful learning tools. The book is an essential guide for those curious about the potential of games and a useful guide for those who want to apply game-based learning in their organisation.”
-- Helen Routledge, CEO, Totem Learning Ltd. 

“I love inspiration and I urge the global learning and consultancy hemisphere to onboard much more in engaging ways of learning. We know it works (just read the EMOTIFY! The power of the human element in game-based learning, serious games and experiential education). Actually we do not do any studies to show that learning is NOT conveyed through PowerPoint slides and lectures anymore… Engaging learning is diverse learning and it has become an ethical question not to include other ways than lectures or PowerPoints. 
This book is a highly appreciated contribution to the path we are on to extend, explain, and eventually start practicing the discipline of using games in learning. If you read this book you will know what is critical to start. I will advise our 2000 people network of trainers, but also our global clients, to spend time reading this book, since the text covers the essentials in the learning discipline of using games.” 
--Leif Sørensen, CEO, Actee.

“LECTURES. During one lecture at college I calculated how many hours of my life I had wasted passively listening to lectures or memorizing useless facts to just pass an exam. I wish books like this had been available to read then. The comprehensive history section puts game-based learning in context and sets the focus on active learning. The authors then invite us for a 360 view of the power we can harness through the magic of games both in education and the corporate L&D world.”
--Zsolt Olah, Author, Learning Consultant; Speaker; Doer of practical applications of engagement through game thinking combining learning science, technology, and creativity.

“In this compelling book Dr. Michael Sutton and Kevin Allen walk us though the moment when those at the forefront of education and training knew without doubt that a disruptive value proposition for learning had to be created and deployed. 
Departing from an abbreviated narrative of their own learning journeys and accomplished careers, and balancing research with extraordinary pragmatic experience, the authors help us understand how learning comes about when an emotional connection is made and why gameplay is a powerful means to make that connection, giving a better return on learning than any other approach. 
A must-read for anyone aspiring to enhance the learning experience for a unique and challenging generation of learners.”
--Eliane Alhadeff, Serious Games Market Editor

“This well researched book is a stroll by two friends through the many topics that are relevant to game-based learning and the successful use of games as an educational technology. Conversational in tone, it is both informative and easy reading, with something to offer any reader interested in improving approaches to learning.”
--John Bourke, President, The Business Excellence Institute and Founder, International Conference On Business Learning Games

“While teaching in higher education has evolved, there is far more that connects our practice to the past than to the future. Sutton and Allen provide us with a timely reminder of the burning need to change how we teach fundamentally, to challenge the conventions that hold us back and adopt new models and mindsets. This impressive work on games-based learning lays out the concepts, techniques and approaches that we can all, as passionate educators, adopt to transform education for the benefits of students and society.”
--Dr Mark Jones, Co-Founder, OneHE

“Great journey into Game Based Learning with two guides: the AdMan and the Professor. Two points of view and interesting, partly gamified form of the book that provides a valuable perspective of looking at GBL as a phenomenon, which has its origins in the ancient era and appears to be a natural learning need of today’s generations. An in-depth view of modern approaches and methods useful in GBL design.”
 --Sławomir Łais, Learning UX expert, inventor of Learning Battle Cards.

“A must read for anyone that wants to innovate (in) the field of education and learning…A great book that helps you to construct your own gamified curriculum!...An excellent roadtrip through learning and development, where a clear future unfolds…”
--Bart Hufen, Serial Author, founder of BrandNewGame and the Gamification Academy

“This is a great read, to get up to speed on serious games, game-based learning, the history, and the future of learning! Filled with smart approaches towards education, learning, and growth, the authors Sutton and Allen, have a rich background, and the tone was playful, which nicely demonstrated the topic of this book. Games are becoming more and more central, on our quest to becoming better humans, and have already been proven to help people develop fresh skills, tools, and mindset, in the fastest, funnest, and stickiest way possible. This is definitely a book that is worth your time. Let's Play!” 
--Ronen Gafni, Founder of FreshBiz Game Global & CoAuthor, The New Entrepreneur'

“Part history lesson, part theory and practice, and part game, Michael Sutton and Kevin Allen take you on a deeply informative learning journey into the world of game-based learning. While classrooms are the traditional place for educating, Successful Game-Based Learning demonstrates the value of using games for learning and engagement in our businesses and communities to build capacity or stimulate behavior change. There is so much rich detail in here that any practitioner, teacher, consultant, business or community leader who is keen to activate participation and facilitate learning will find useful frameworks, practical guides, checklists and inspiration in the pages.”
--Tamara Eberle, CPF, CTF, Traction Strategy, Co-Creator, Innovate or Dinosaur

“The book is very interesting in the way it has been written, targeting broad audience but especially those who may not be familiar with game-based learning. The concept, context and practical elements of game-based learning are presented with an engaging narrative that guides readers on what to expect, consider and undertake when considering game-based practices, such as relevant pedagogical constructs that may underpin the use of games in education as well as the practical considerations on the embedding and deployment of the approach in their practice”
--Prof. Sylvester Arnab, PhD, Professor of Game Science, Coventry University, UK
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“Take a pen, few post-its, small box of LEGO bricks, playing cards and three juggling balls. If you’ll know how to use them properly at the end of the book, you’re on a right path of education. Will you accept this challenge?” 
--Petr Pouchlý, CEO of Edudesign Studio, Court of Moravia, 

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"At last a true guide on how to get beyond the technology and get game-based learning right.”
-Dorie Clark, author of Entrepreneurial You and Stand Out, and Executive Education faculty, Duke University Fuqua School of Business

"Kevin and Michael add wit, charm and a refreshing banter to deep insights on what makes game-based learning work.  A great read."
-Scott Feyereisen, Professor, Management Programs – Health Administration, Florida Atlantic University

“Companies are increasingly realizing that employee engagement is key to training – and Kevin and Michael have authored a book that helps talent development professions understand how to go about it.”
-Sue Bohle, Executive Director, Serious Games Association

"Emotify is quick paced, fun to read and filled with important insights on a vital part of learning."
-Andrew Fleisher, Partner Lead, Google

"Many can tell you the importance of game-based learning, but few can show you how it can become a reality. Michael and Kevin have done just that.”
-Dr. Dennis Trinkle, Director of the Center for Information and Communication Sciences,Professor, Ball State University

"Emotify adds a much needed element to the debate, not merely the importance of game based learning, but a road map on how to do it successfully."
-Dr. Craig Swenson, President and CEO Ashford University

“Sutton and Allen provide the foundational concepts and context, vocabulary and practical advice on how to launch, monitor and gauge the success of game-based learning initiatives.”
-Larry Weber, Chairman and CEO, Racepoint Global, Inc.

"A breath of fresh air to the game-based learning discussion."
-Former P&G executive and current Professor at Duke University

"Kevin and Michael make it clear to see how the human factor makes the difference in game based learning." 
-Bjarte Eide, CEO M&C Saatchi Nordic

"Kevin and Michael are not only proponents of this innovative tool, but are masters at showing how you can make it happen."
-Leigh Shamblin, Director of Leadership and Professor of Practice, Department of Management, Innovation and Entrepreneurship, NC State University

"Kevin and Michal bring the vitally important human element to the subject of game based learning. "
-Susan Davis, Adjunct Associate Professor of Business & Society

 







 







Contact Us

Email: staff@emotified.com

07563 076 225‬ ​ U.K / Europe 
​
(786) 708-6055‬ ​USA  

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Emotified is a unit of E.I. Games Corp​
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