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  2. Focal point (game theory) - Wikipedia

    en.wikipedia.org/wiki/Focal_point_(game_theory)

    In game theory, a focal point (or Schelling point) is a solution that people tend to choose by default in the absence of communication in order to avoid coordination failure. [1] The concept was introduced by the American economist Thomas Schelling in his book The Strategy of Conflict (1960). [ 2 ]

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]

  4. Hyperpersonal model - Wikipedia

    en.wikipedia.org/wiki/Hyperpersonal_model

    Interpersonal communication is a process of information exchange between two or more people. [37] This research generally contributes to six categories of inquiry: 1) how humans adapt their verbal communication and nonverbal communication during face-to-face communication , 2) the message production processes.

  5. Message design logic - Wikipedia

    en.wikipedia.org/wiki/Message_design_logic

    Message design logic is a communication theory that makes the claim that individuals possess implicit theories of communication within themselves, called message design logics. [1] Referred to as a “theory of theories,” Message Design Logic offers three different fundamental premises in reasoning about communication . [ 2 ]

  6. Internal communications - Wikipedia

    en.wikipedia.org/wiki/Internal_communications

    The job of an IC manager or IC team will vary from place to place and will depend on the needs of the organization they serve. In one, the IC function may perform the role of 'internal marketing' (i.e., attempting to win participants over to the management vision of the organization); in another, it might perform a 'logistical' service as channel manager; in a third, it might act principally ...

  7. Customer relationship management - Wikipedia

    en.wikipedia.org/wiki/Customer_relationship...

    Growing in popularity is the idea of gamifying, or using game design elements and game principles in a non-game environment such as customer service environments. The gamification of customer service environments includes providing elements found in games like rewards and bonus points to customer service representatives as a method of feedback ...

  8. Models of communication - Wikipedia

    en.wikipedia.org/wiki/Models_of_communication

    Many models of communication include the idea that a sender encodes a message and uses a channel to transmit it to a receiver. Noise may distort the message along the way. The receiver then decodes the message and gives some form of feedback. [1] Models of communication simplify or represent the process of communication.

  9. Schramm's model of communication - Wikipedia

    en.wikipedia.org/wiki/Schramm's_model_of...

    [2] [5] [20] Communication is an endless process in the sense that people constantly decode and interpret their environment to assign meaning to it and encode possible responses to it. [5] [20] Models without a feedback loop, like the Shannon–Weaver model and Lasswell's model, are called linear transmission models. They contrast with ...