The Gamification Toolkit

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Publisher : University of Pennsylvania Press
ISBN 13 : 1613630689
Total Pages : 46 pages
Book Rating : 4.86/5 ( 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.

Gamestorming

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Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449395902
Total Pages : 290 pages
Book Rating : 4.02/5 ( download)

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Book Synopsis Gamestorming by : Dave Gray

Download or read book Gamestorming written by Dave Gray and published by "O'Reilly Media, Inc.". This book was released on 2010-07-14 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

For the Win, Revised and Updated Edition

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Publisher : University of Pennsylvania Press
ISBN 13 : 1613631464
Total Pages : 152 pages
Book Rating : 4.61/5 ( 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.

For the Win

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Publisher : Wharton School Press
ISBN 13 : 9781613630235
Total Pages : 0 pages
Book Rating : 4.39/5 ( download)

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Book Synopsis For the Win by : Kevin Werbach

Download or read book For the Win written by Kevin Werbach and published by Wharton School Press. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Millions play 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, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, 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.

Even Ninja Monkeys Like to Play: Unicorn Edition

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Publisher : Independently Published
ISBN 13 : 9781724017109
Total Pages : 346 pages
Book Rating : 4.01/5 ( download)

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Book Synopsis Even Ninja Monkeys Like to Play: Unicorn Edition by : Andrzej Marczewski

Download or read book Even Ninja Monkeys Like to Play: Unicorn Edition written by Andrzej Marczewski and published by Independently Published. This book was released on 2018-10-03 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the hugely updated second edition of Even Ninja Monkeys Like To Play. A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on a journey through the theories on which gamification is built, onto practical advice for building gamified solutions. "A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej's best-in-class categorisation of what works most appropriately for whom." -- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of "Designing Virtual Worlds" Andrzej Marczewski's book "Even Ninja Monkeys Like To Play" gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply. -- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher Contents The Theory of Games, Play and Gamification What is Gamification? What Are Games and Play? What Are Game Mechanics? What is Fun? What is Game Thinking? Gamification and Game Thinking in Practice Ethical Considerations of Gamification The Science of Gamification What Motivates Us? The Intrinsic Motivation RAMP What is Flow and Why is it Important? User Types in Gamification (The HEXAD) The Neuroscience of Gamification Building Gamified Solutions How to Start with The User Journey How to Use Points, Badges and Leaderboards How to Set Clear Goals How to Design Good Feedback and Reward Systems How to Design a Simple Gamified System How to Understand Emotions in Gamification Design How to Use Narrative to Create Deeper Experiences How to Create Playful Experiences How to Handle Cheating How to See it From the User's Perspective Gamification Mechanics and Elements Planning and Implementing your Gamification Design The Gamification Design Framework How to Keep the User Engaged How to Balance a Gamified System Keeping it Simple Tying Loyalty into Gamification Modelling Gamified Systems Final Thoughts Five Steps to a Happier Life with Gamification Other Design Tips

Actionable Gamification

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Publisher : Packt Publishing Ltd
ISBN 13 : 183921077X
Total Pages : 500 pages
Book Rating : 4.78/5 ( 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.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.17/5 ( download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Press Start

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Publisher : Bloomsbury Publishing
ISBN 13 : 1472970497
Total Pages : 289 pages
Book Rating : 4.97/5 ( 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.

Transforming Urban Nightlife and the Development of Smart Public Spaces

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Publisher : IGI Global
ISBN 13 : 1799870065
Total Pages : 290 pages
Book Rating : 4.67/5 ( download)

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Book Synopsis Transforming Urban Nightlife and the Development of Smart Public Spaces by : Abusaada, Hisham

Download or read book Transforming Urban Nightlife and the Development of Smart Public Spaces written by Abusaada, Hisham and published by IGI Global. This book was released on 2021-05-14 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Public places are places where all citizens, irrespective of their race, age, religion, or class level (social or economic), cannot be excluded. It serves to improve the lifestyle experience of its inhabitants, as well as promote social connections. All citizens are responsible for it and are interested in it, and the intervention for change must be the responsibility of all without exception. As such, bottom-up urban planning is essential for urban environments and for transforming nightlife in public places in order to create more meaningful experiences and instill a greater sense of identity and community. Transforming Urban Nightlife and the Development of Smart Public Spaces analyzes the patterns of transformations of nightlife in public life. The book investigates urban nightlife transformations and the challenge of enhancing the sense of belonging in sensitive areas such as local communities and historical sites. The chapters present new insights to control the chaotic intervention related to the elements of traditional or digital technology, whether from citizens themselves or local authorities. The objective also is to document urban nightlife transformations that enhance the sense of belonging in historical sites. Important topics covered include urban-gamification, digital urban art, urban socio-ecosystems, and reimagining space in the urban nightlife. This book is ideal for urban planners, developers, social scientists, technologists, civil engineers, architects, policymakers, government officials, practitioners, researchers, academicians, and students who are interested in urban nightlife and nightscape and the smart technologies used for transformation.

Gamify

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Publisher : Routledge
ISBN 13 : 1351861778
Total Pages : 136 pages
Book Rating : 4.79/5 ( 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.