Popular Books on Gamification

  Popular Books on Gamification

Books in list (13)


Title: Actionable Gamification

The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Explains gamification, especially the Octalysis framework, as taking the elements of games that make people want to return and continue playing those games, and applying those elements to other activities, thus increasing productivity and ...
Author(s): Yu-kai Chou
ISBN 13: 9781511744041
Pages: 510
Rate book Rate this book

Title: For the Win: How Game Thinking Can Revolutionize Your Business

Take your business to the next level—for the win Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!
Author(s): Kevin Werbach;Dan Hunter
ISBN 13: 9781613630235
Pages: 148
Rate book Rate this book

Title: Gamify: How Gamification Motivates People to Do Extraordinary Things

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(s): Brian Burke
ISBN 13: 9781937134853
Pages: 181
Rate book Rate this book

Title: Hooked: How to Build Habit-Forming Products

How do successful companies create products people can’t put down? Why do some products capture widespread attention while others flop? What makes us engage with certain products out of sheer habit? Is there a pattern underlying how technologies hook us? Nir Eyal answers these questions (and many more) by explaining the Hook Model—a four-step process embedded into the products of many successful companies to subtly encourage customer behavior. Through consecutive “hook cycles,” these products reach their ultimate goal of bringing users back again and again without depending on costly advertising or aggressive messaging. Hooked is based on Eyal’s years of research, consulting, and practical experience. He wrote the book he wished had been available to him as a start-up founder—not abstract theory, but a how-to guide for building better products. Hooked is written for product managers, designers, marketers, start-up founders, and anyone who seeks to understand how products influence our behavior. Eyal provides readers with: • Practical insights to create user habits that stick. • Actionable steps for building products people love. • Fascinating examples from the iPhone to Twitter, Pinterest to the Bible App, and many other habit-forming products.
Author(s): Nir Eyal;Ryan Hoover
ISBN 13: 9781591847786
Pages: 256
Rate book Rate this book
This book is in (5) other book lists, learn more.

Title: Gamification at Work: Designing Engaging Business Software

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(s): Janaki Mythily Kumar;Mario Herger
ISBN 13: 9788792964076
Pages: 168
Rate book Rate this book

Title: Business Gamification For Dummies

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(s): Kris Duggan;Kate Shoup
ISBN 13: 9781118466933
Pages: 312
Rate book Rate this book

Title: Gamification in Education and Business

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.
Author(s): Torsten Reiners;Lincoln Wood
ISBN 13: 9783319102078
Pages: 710
Rate book Rate this book

Title: The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

THE REVOLUTION WILL BE GAMIFIED

MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR

BUSINESS—OR BE LEFT BEHIND

Gamification: It's the hottest new strategy in business, and for good reason—it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral

economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty.

With The Gamification Revolution you'll learn how top companies:

  • Recruit and retain the best talent from the gamer generation and beyond
  • Train employees and drive excellence with noncash incentives
  • Cut through the market noise and ignite consumer sales growth
  • Generate unprecedented customer loyalty without breaking the bank

Drawing inspiration from the most popular games of all time—from Angry Birds to World of Warcraft—the authors reveal the secrets of market leaders that you can apply immediately to your business.

As a bonus, the book gives you full access to The Gamification Revolution app—a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup.

You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm—in your employees and your customers. You'll understand how game designers predict and motivate behaviors—and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your

specific needs.

It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid.

If you're going to play the game, this is how you play it. To win.

Praise for The Gamification Revolution:

"For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." — ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and

author of the New York Times bestseller By Invitation Only

"In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification

Revolution will teach you the essential building blocks for achieving long-term success and growth." — JESSE REDNISS, SVP, USA Network/NBCU

"From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped

the Founder Institute expand to every inhabited continent and change thousands of lives." — ADEO RESSI, CEO, Founder Institute

"Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." — HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor

Author(s): Gabe Zichermann;Joselin Linder
ISBN 13: 9780071808316
Pages: 256
Rate book Rate this book

Title: The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education

Praise for The Gamification of Learning and Instruction

"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." —Anders Gronstedt, president, Gronstedt Group

"After reading this book, you'll never be able to design boring learning again." —Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog

"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." —Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning

"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." —Rich Mesch, experiential learning guru, Performance Development Group

Author(s): Karl M. Kapp
ISBN 13: 9781118096345
Pages: 336
Rate book Rate this book

Title: Loyalty 3.0

The New York Times and Wall Street Journal bestseller! The new secret to driving LOYALTY THAT PAYS Once revolutionary, loyalty programs designed to differentiate products quickly became commoditized. And yet, billions of dollars are still spent every year on programs that are doomed to fail. These programs, it turns out, don't inspire long-term loyalty. Once a better deal comes along, customers will gladly defect. Can you blame them? Silicon Valley start-up Bunchball, the pioneer and innovator in gamification, is light years ahead when it comes to the concept of loyalty--and using it to drive business profits and growth. Focusing not only on customer loyalty, but also the loyalty of employees and partners, Bunchball combines behavioral economics, big data, social media, and gamification to inspire loyalty that lasts--from everyone involved in the success of a business. Now, in Loyalty 3.0, Bunchball founder Rajat Paharia reveals how you can use these same techniques to seize the competitive edge for your business. Paharia shows you how to create a system powered by human motivation and digital technology that creates ongoing, persistent engagement among customers, employees, and partners. Loyalty 3.0 arms you with everything you need to know in order to build a loyalty and engagement program that drives a sustainable advantage for your business, including: The building blocks of motivation, big data, and gamification necessary for creating a powerful strategy that drives long-term loyalty Case studies from today’s most innovative companies that are already driving customer engagement, learning and skill development, and employee motivation with Loyalty 3.0 methods Step-by-step guidance on how to plan, design, build, and optimize your program Now is the time to abandon your traditional loyalty programs and start taking all your stakeholders seriously--so they will take your company seriously. Loyalty 3.0 is the game-changing leap you've been waiting for. When you create true loyalty among customers, employees, and business partners, you will generate a sustainable competitive advantage and win in your industry.
Author(s): Rajat Paharia
ISBN 13: 9780071813372
Pages: 304
Rate book Rate this book

Title: Transforming Learning and IT Management through Gamification (International Series on Computer Entertainment and Media Technology)

This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.
Author(s): Edmond C. Prakash;Madhusudan Rao
ISBN 13: 9783319186986
Pages: 119
Rate book Rate this book

Title: Theory of Fun for Game Design

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
Author(s): Raph Koster
ISBN 13: 9781449363215
Rate book Rate this book

 


Next book list: Popular Military History Books >>