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