Gamify

Gamify
Author: Biran Burke
Publsiher: Routledge
Total Pages: 136
Release: 2016-10-14
Genre: Business & Economics
ISBN: 9781351861779

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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.

Actionable Gamification

Actionable Gamification
Author: Yu-kai Chou
Publsiher: Packt Publishing Ltd
Total Pages: 500
Release: 2019-12-03
Genre: Computers
ISBN: 9781839210778

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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 Your Dog Training

Gamify Your Dog Training
Author: Terry Ryan
Publsiher: Dogwise Publishing
Total Pages: 150
Release: 2017-01-12
Genre: Electronic Book
ISBN: 9781617812057

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Level Up Your Classroom The Quest to Gamify Your Lessons and Engage Your Students

Level Up Your Classroom  The Quest to Gamify Your Lessons and Engage Your Students
Author: Jonathan Cassie
Publsiher: ASCD
Total Pages: 195
Release: 2016-06-28
Genre: Education
ISBN: 9781416623038

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In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Gamification by Design

Gamification by Design
Author: Gabe Zichermann,Christopher Cunningham
Publsiher: "O'Reilly Media, Inc."
Total Pages: 211
Release: 2011-08
Genre: Computers
ISBN: 9781449397678

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

Self Gamification Happiness Formula

Self Gamification Happiness Formula
Author: Victoria Ichizli-Bartels
Publsiher: Independently Published
Total Pages: 485
Release: 2019-06-11
Genre: Electronic Book
ISBN: 1073323250

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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.

Gamification

Gamification
Author: Stefan Stieglitz,Christoph Lattemann,Susanne Robra-Bissantz,Rüdiger Zarnekow,Tobias Brockmann
Publsiher: Springer
Total Pages: 164
Release: 2016-10-04
Genre: Computers
ISBN: 9783319455570

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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Rethinking Gamification

Rethinking Gamification
Author: Mathias Fuchs,Sonia Fizek,Paolo Ruffino
Publsiher: Meson Press Eg
Total Pages: 346
Release: 2014
Genre: Aufsatzsammlung
ISBN: 3957960002

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Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!