Gamify: How Gamification Motivates People to Do Extraordinary Things

  • 5h 18m 4s
  • Brian Burke
  • Gildan Media
  • 2014

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.

In this Audiobook

  • Chapter 1: Motivation: The Gamification Endgame
  • Chapter 2: Give Meaning to Players
  • Chapter 3: Changing Behavior One Step at a Time
  • Chapter 4: Using Gamification to Develop Skills
  • Chapter 5: Using Gamification to Drive Innovation
  • Chapter 6: Player-Centric Design
  • Chapter 7: Designing a Gamified Solution
  • Chapter 8: Common Design Pitfalls
  • Chapter 9: Managing for Success
  • Chapter 10: Gamification 2020: What the Future Holds

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