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Actionable Gamification


Actionable Gamification
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Actionable Gamification


Actionable Gamification
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Author : Yu-kai Chou
language : en
Publisher: Packt Publishing Ltd
Release Date : 2019-12-03

Actionable Gamification written by Yu-kai Chou and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-03 with Computers categories.


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.



Gamify


Gamify
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Author : Biran Burke
language : en
Publisher: Routledge
Release Date : 2016-10-14

Gamify written by Biran Burke and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-14 with Business & Economics categories.


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.



Gamification By Design


Gamification By Design
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Author : Gabe Zichermann
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2011-08

Gamification By Design written by Gabe Zichermann and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08 with Computers categories.


Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app



Business Gamification For Dummies


Business Gamification For Dummies
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Author : Kris Duggan
language : en
Publisher: John Wiley & Sons
Release Date : 2013-01-23

Business Gamification For Dummies written by Kris Duggan and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-23 with Business & Economics categories.


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.



For The Win Revised And Updated Edition


For The Win Revised And Updated Edition
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Author : Kevin Werbach
language : en
Publisher: University of Pennsylvania Press
Release Date : 2020-11-10

For The Win Revised And Updated Edition written by Kevin Werbach and has been published by University of Pennsylvania Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-10 with Business & Economics categories.


In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. This edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.



Games And Gamification In Market Research


Games And Gamification In Market Research
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Author : Betty Adamou
language : en
Publisher: Kogan Page Publishers
Release Date : 2018-11-03

Games And Gamification In Market Research written by Betty Adamou and has been published by Kogan Page Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-03 with Business & Economics categories.


Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.



The Gamification Of Learning And Instruction Fieldbook


The Gamification Of Learning And Instruction Fieldbook
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Author : Karl M. Kapp
language : en
Publisher: John Wiley & Sons
Release Date : 2013-11-11

The Gamification Of Learning And Instruction Fieldbook written by Karl M. Kapp and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-11 with Business & Economics categories.


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.



The Wiley Handbook Of Global Workplace Learning


The Wiley Handbook Of Global Workplace Learning
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Author : Vanessa Hammler Kenon
language : en
Publisher: John Wiley & Sons
Release Date : 2019-04-16

The Wiley Handbook Of Global Workplace Learning written by Vanessa Hammler Kenon and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-16 with Education categories.


Inclusive Guide Provides Practical Applications for Workplace Education Theory from Diverse Perspectives The Wiley Handbook of Global Workplace Learning explores the field of workplace education using contributions from both experts and emerging scholars in industry and academia. Unlike many previously published titles on the subject, the Handbook focuses on offering readers a truly global overview of workplace learning at a price point that makes it accessible for independent researchers and Human Resources professionals. Designed to strike a balance between theory and practice, the Handbook provides a wealth of information on foundational topics, theoretical frameworks, current and emerging trends, technological updates, implementation strategies, and research methodologies. Chapters covering recent research illustrate the importance of workplace learning topics ranging from meditation to change management, while others give pragmatic and replicable applications for the design, promotion, and implementation of impactful learning opportunities for employees at any company, regardless of industry. A sampling of topics addressed includes: “Using an Experiential Learning Model to Design an Assessment Framework for Workplace Learning” “Measuring Innovative Thinking and Acting Skills as Workplace-Related Professional Competence” Multiple chapters specifically addressing international business, such as “Competency in Globalization and Intercultural Communication”, “Global Strategic Planning” and “Global Talent Management” Research and recommendations on bridging generational and cultural divides as well as addressing employee learning disabilities With its impressive breadth of coverage and focus on real-world problem solving, this volume serves as a comprehensive tool for examining and improving practices in global workplace learning. It will prove to be a valuable resource for students and recent graduates entering the workforce and for those working in Human Resources and related fields.



The Wiley Blackwell Handbook Of The Psychology Of The Internet At Work


The Wiley Blackwell Handbook Of The Psychology Of The Internet At Work
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Author : Guido Hertel
language : en
Publisher: John Wiley & Sons
Release Date : 2017-08-24

The Wiley Blackwell Handbook Of The Psychology Of The Internet At Work written by Guido Hertel and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-24 with Psychology categories.


This authoritative Wiley Blackwell Handbook in Organizational Psychology focuses on individual and organizational applications of Internet-enabled technologies within the workplace. The editors have drawn on their collective experience in collating thematically structured material from leading writers based in the US, Europe, and Asia Pacific. Coinciding with the growing international interest in the application of psychology to organizations, the work offers a unique depth of analysis from an explicitly psychological perspective. Each chapter includes a detailed literature review that offers academics, researchers, scientist-practitioners, and students an invaluable frame of reference. Coverage is built around competencies set forth by regulatory agencies including the APA and BPS, and includes E-Recruiting, E-Leadership, and E-Learning; virtual teams; cyberloafing; ergonomics of human-computer interaction at work; permanent accessibility and work-life balance; and trust in online environments.