<div>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 stake
Gamify: How Gamification Motivates People to Do Extraordinary Things
β Scribed by Burke, Brian
- Publisher
- Bibliomotion, Inc.
- Year
- 2014
- Tongue
- English
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Introduction : Gamification: beyond the hype -- Part I. The value of gamification: engaging the crowd : Motivation: the gamification endgame -- Give meaning to players -- Changing behavior one step at a time -- Using gamification to develop skills -- Using gamification to drive innovation -- Part II. Designing a gamified player experience : Player-centric design -- Designing a gamified solution -- Common design pitfalls -- Managing for success -- Gamification 2020: what the future holds.;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.
β¦ Table of Contents
Introduction : Gamification: beyond the hype --
Part I. The value of gamification: engaging the crowd : Motivation: the gamification endgame --
Give meaning to players --
Changing behavior one step at a time --
Using gamification to develop skills --
Using gamification to drive innovation --
Part II. Designing a gamified player experience : Player-centric design --
Designing a gamified solution --
Common design pitfalls --
Managing for success --
Gamification 2020: what the future holds.
β¦ Subjects
Games--Psychological aspects;Motivation (Psychology);Organizational behavior;Gamification;Employee motivation;Games -- Psychological aspects
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