Gamify
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Author |
: Biran Burke |
Publisher |
: Routledge |
Total Pages |
: 136 |
Release |
: 2016-10-14 |
ISBN-10 |
: 9781351861779 |
ISBN-13 |
: 1351861778 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Gamify by : Biran Burke
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
Author |
: Yu-kai Chou |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 500 |
Release |
: 2019-12-03 |
ISBN-10 |
: 9781839210778 |
ISBN-13 |
: 183921077X |
Rating |
: 4/5 (78 Downloads) |
Synopsis Actionable Gamification by : Yu-kai Chou
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Author |
: Gabe Zichermann |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 211 |
Release |
: 2011-08 |
ISBN-10 |
: 9781449397678 |
ISBN-13 |
: 1449397670 |
Rating |
: 4/5 (78 Downloads) |
Synopsis Gamification by Design by : Gabe Zichermann
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app
Author |
: Sune Gudiksen |
Publisher |
: Kogan Page Publishers |
Total Pages |
: 321 |
Release |
: 2018-12-03 |
ISBN-10 |
: 9780749484330 |
ISBN-13 |
: 0749484330 |
Rating |
: 4/5 (30 Downloads) |
Synopsis Gamification for Business by : Sune Gudiksen
Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business. Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.
Author |
: Mathias Fuchs |
Publisher |
: Meson Press Eg |
Total Pages |
: 346 |
Release |
: 2014 |
ISBN-10 |
: 3957960002 |
ISBN-13 |
: 9783957960009 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Rethinking Gamification by : Mathias Fuchs
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!
Author |
: Janaki Mythily Kumar |
Publisher |
: |
Total Pages |
: 168 |
Release |
: 2013 |
ISBN-10 |
: 8792964079 |
ISBN-13 |
: 9788792964076 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Gamification at Work by : Janaki Mythily Kumar
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.
Author |
: Kris Duggan |
Publisher |
: John Wiley & Sons |
Total Pages |
: 323 |
Release |
: 2013-01-23 |
ISBN-10 |
: 9781118466940 |
ISBN-13 |
: 1118466942 |
Rating |
: 4/5 (40 Downloads) |
Synopsis Business Gamification For Dummies by : Kris Duggan
The easy way to grasp and use gamification concepts in business Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.). Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model. How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment How to build a successful gamification program How to entice and retain customers using gamification How to drive employee behavior inside your organization Real-world illustrations of gamification at work If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.
Author |
: Bernardes, Oscar |
Publisher |
: IGI Global |
Total Pages |
: 657 |
Release |
: 2022-01-28 |
ISBN-10 |
: 9781799892250 |
ISBN-13 |
: 1799892255 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Author |
: Stefan Stieglitz |
Publisher |
: Springer |
Total Pages |
: 166 |
Release |
: 2016-10-04 |
ISBN-10 |
: 9783319455570 |
ISBN-13 |
: 3319455575 |
Rating |
: 4/5 (70 Downloads) |
Synopsis Gamification by : Stefan Stieglitz
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Author |
: Karl M. Kapp |
Publisher |
: John Wiley & Sons |
Total Pages |
: 487 |
Release |
: 2013-11-11 |
ISBN-10 |
: 9781118674437 |
ISBN-13 |
: 111867443X |
Rating |
: 4/5 (37 Downloads) |
Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.