Actionable Gamification

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 183921077X
Total Pages : 500 pages
Book Rating : 4.8/5 (392 download)

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Book Synopsis Actionable Gamification by : Yu-kai Chou

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : Routledge
ISBN 13 : 1351861778
Total Pages : 136 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis Gamify by : Biran Burke

Download or read book Gamify written by Biran Burke and published by Routledge. This book was released on 2016-10-14 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449397670
Total Pages : 211 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis Gamification by Design by : Gabe Zichermann

Download or read book Gamification by Design written by Gabe Zichermann and published by "O'Reilly Media, Inc.". This book was released on 2011-08 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

Business Gamification For Dummies

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Publisher : John Wiley & Sons
ISBN 13 : 1118466942
Total Pages : 323 pages
Book Rating : 4.1/5 (184 download)

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Book Synopsis Business Gamification For Dummies by : Kris Duggan

Download or read book Business Gamification For Dummies written by Kris Duggan and published by John Wiley & Sons. This book was released on 2013-01-23 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Games and Gamification in Market Research

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Author :
Publisher : Kogan Page Publishers
ISBN 13 : 0749483369
Total Pages : 361 pages
Book Rating : 4.7/5 (494 download)

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Book Synopsis Games and Gamification in Market Research by : Betty Adamou

Download or read book Games and Gamification in Market Research written by Betty Adamou and published by Kogan Page Publishers. This book was released on 2018-11-03 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Press Start

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Publisher : Bloomsbury Publishing
ISBN 13 : 1472970497
Total Pages : 289 pages
Book Rating : 4.4/5 (729 download)

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Book Synopsis Press Start by : Daniel Griffin

Download or read book Press Start written by Daniel Griffin and published by Bloomsbury Publishing. This book was released on 2019-11-28 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shortlisted for the 2020 Business Book Awards Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.

42 Rules for Engaging Members Through Gamification

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Author :
Publisher : Happy About
ISBN 13 : 1607731193
Total Pages : 126 pages
Book Rating : 4.6/5 (77 download)

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Book Synopsis 42 Rules for Engaging Members Through Gamification by : Shelly Alcorn, CAE

Download or read book 42 Rules for Engaging Members Through Gamification written by Shelly Alcorn, CAE and published by Happy About. This book was released on 2015-03-02 with total page 126 pages. Available in PDF, EPUB and Kindle. Book excerpt: Play predates the development of human culture and our brains are hard-wired to use play as a tool to accelerate learning, strategically explore unfamiliar environments and develop collaborative social connections. Games are human created, formalized structures and processes designed to maximize engagement and get the most out of the "play" impulse. In fact, gaming comes so naturally to us we don’t even notice it for what it is.

Two examples of large scale gaming structures include our educational and political systems. Going deeper into understanding how gaming structures work, and intentionally applying those mechanics can give us an advantage when designing experiences meant to engage our members in the work of our associations.

Although games have been with us since we first learned to scratch marks on small rocks, what is new is the impact the internet and technology is having on games and players alike. What was simple activity in the past, is rapidly turning into a large scale social phenomenon. At some point the term "gamer" will lose it relevancy and we will recognize gamers for what they are - an increasingly sophisticated class of experience consumers.

Games are the first mass media of the 21st century and gaming literacy is an essential skill all executives, staff and volunteers need to develop in order to attract, appeal to and invite a new generation of players to play the association game.

In this book, we take a simple, practical approach to helping you and your volunteers take these ideas one step farther. By using these 42 rules, you will be able to use simple gaming mechanics to increase member engagement, improve educational outcomes and build community in your industry or profession.

For the Win, Revised and Updated Edition

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Author :
Publisher : University of Pennsylvania Press
ISBN 13 : 1613631464
Total Pages : 152 pages
Book Rating : 4.6/5 (136 download)

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Book Synopsis For the Win, Revised and Updated Edition by : Kevin Werbach

Download or read book For the Win, Revised and Updated Edition written by Kevin Werbach and published by University of Pennsylvania Press. This book was released on 2020-11-10 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Gamification of Learning and Instruction Fieldbook

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 111867443X
Total Pages : 487 pages
Book Rating : 4.1/5 (186 download)

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Book Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Enterprise Gamification

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781470000646
Total Pages : 0 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Enterprise Gamification by : Mario Herger

Download or read book Enterprise Gamification written by Mario Herger and published by Createspace Independent Publishing Platform. This book was released on 2014-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research shows when people are engaged they are more productive. That's why gamification has caught on in the corporate world. The clever combination of fields such as game design, psychology, motivation theory, neurophysiology, and behaviorism has been shown to benefit stakeholders in surprisingly effective ways. This landmark book examines the prevailing notion that simple rewards and competition are effective means for engaging people, and shows how gamification designs can be applied to support long-term collaboration, creativity, productivity, loyalty, and learning. Based on evidence from many research papers, use cases, and practical examples you will learn how to create effective and fun gamification designs for one or multiple systems in a local or global context. Enterprise Gamification is the most comprehensive and scientifically rigorous book yet written in this exciting new field.

The Wiley Handbook of Global Workplace Learning

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Publisher : John Wiley & Sons
ISBN 13 : 1119226996
Total Pages : 656 pages
Book Rating : 4.1/5 (192 download)

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Book Synopsis The Wiley Handbook of Global Workplace Learning by : Vanessa Hammler Kenon

Download or read book The Wiley Handbook of Global Workplace Learning written by Vanessa Hammler Kenon and published by John Wiley & Sons. This book was released on 2019-04-16 with total page 656 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

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Author :
Publisher : McGraw Hill Professional
ISBN 13 : 0071808329
Total Pages : 256 pages
Book Rating : 4.0/5 (718 download)

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Book Synopsis The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition by : Gabe Zichermann

Download or read book The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition written by Gabe Zichermann and published by McGraw Hill Professional. This book was released on 2013-03-29 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Gamification in Learning and Education

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Author :
Publisher : Springer
ISBN 13 : 3319472836
Total Pages : 159 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Gamification in Learning and Education by : Sangkyun Kim

Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Game On!

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Publisher : JHU Press
ISBN 13 : 1421423960
Total Pages : 217 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Game On! by : Kevin Bell

Download or read book Game On! written by Kevin Bell and published by JHU Press. This book was released on 2018 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--

The Gamification of Learning and Instruction

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118096347
Total Pages : 340 pages
Book Rating : 4.1/5 (18 download)

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Book Synopsis The Gamification of Learning and Instruction by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2012-05-01 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

The Gamification Toolkit

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Author :
Publisher : University of Pennsylvania Press
ISBN 13 : 1613630689
Total Pages : 46 pages
Book Rating : 4.6/5 (136 download)

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Book Synopsis The Gamification Toolkit by : Kevin Werbach

Download or read book The Gamification Toolkit written by Kevin Werbach and published by University of Pennsylvania Press. This book was released on 2015-05-05 with total page 46 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take your gamification efforts to the next level When The Economist covered Kevin Werbach and Dan Hunter's new book For the Win in 2012, they referred to gamification as a "management craze." Since then, gamification has proved to be much more than a fleeting fad: it is a global movement. For the Win has been published globally in English, Chinese, Japanese, Korean, Russian, and Spanish, and more than a quarter of a million people have taken Werbach's gamification course on Coursera. Now, in their new ebook The Gamification Toolkit, Werbach and Hunter go deeper into the key game elements and provide you with the tools to take gamification to the next level. This brief but comprehensive ebook is a user's guide to help you build a game—for the win.

Self-Gamification Happiness Formula

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Author :
Publisher : Independently Published
ISBN 13 : 9781073323258
Total Pages : 485 pages
Book Rating : 4.3/5 (232 download)

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Book Synopsis Self-Gamification Happiness Formula by : Victoria Ichizli-Bartels

Download or read book Self-Gamification Happiness Formula written by Victoria Ichizli-Bartels and published by Independently Published. This book was released on 2019-06-11 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you struggling to motivate yourself to start the day, to work on a project, or maintain a healthy habit? Do you think that happiness is hard earned and reserved only for the "chosen ones"? This book will show you that happiness is close by and available to everyone. It will show you how to not take life too seriously and still be excellent in all you want or have to do. Read the book and learn how to motivate yourself by practicing self-gamification -- a unique self-help approach to implementing game design elements into your life. Master three skill sets to be successful in your self-motivational game design, your projects, and your life: See yourself, the world around you, and your thought processes non-judgmentally, as an anthropologist would do. Identify your dreams and goals, and take action, one small and effortless step at a time, the kaizen way. Apply gamification, that is see and treat whatever you are up to as a game: design, play, and improve your (life) games, and learn to appreciate every step on the way by giving yourself points, badges, stars, and other small symbolic rewards. Apply anthropology, kaizen, and gamification together to practice self-gamification, a unique approach that will help you turn happiness into a lifestyle.