Gamify copertina

Gamify

How Gamification Motivates People to Do Extraordinary Things

Anteprima

Ascolta ora gratuitamente con il tuo abbonamento Audible

Iscriviti ora
Dopo 30 giorni (60 per i membri Prime), 9,99 €/mese. Cancella quando vuoi.
Ascolta senza limiti migliaia di audiolibri, podcast e serie originali
Disponibile su ogni dispositivo, anche senza connessione
9,99 € al mese, cancelli quando vuoi

Gamify

Di: Brian Burke
Letto da: Steven Menasche
Iscriviti ora

Dopo 30 giorni (60 per i membri Prime), 9,99 €/mese. Cancella quando vuoi.

Acquista ora a 17,95 €

Acquista ora a 17,95 €

Conferma acquisto
Paga usando carta che finisce per
Confermando il tuo acquisto, accetti le Condizioni d'Uso di Audible e ci autorizzi ad addebitare il costo del servizio sul tuo metodo di pagamento preferito o su un altro metodo di pagamento nei nostri sistemi. Per favore, consulta la nostra Informativa sulla Privacy qua.
Annulla

A proposito di questo titolo

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 audiobook 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.

©2014 Brian Burke (P)2014 Gildan Media LLC
Comportamento sul posto di lavoro e organizzativo Gestione e leadership Management Marketing Piccola impresa e imprenditorialità Ricerca del lavoro

"Gamify provides valuable information about what to consider in projects so as to deliver effective solutions for our players. It lays out key concepts for proper player-centric design to make your project a success, allowing you to get closer to being one of the 20% of projects that work, instead of the 80 % that do not." (Sergio Jiménez, creator of Gamification Model Canvas, founder of Game On! Lab, and co-founder of Gamification World Congress)

Cosa pensano gli ascoltatori di Gamify

Valutazione media degli utenti. Nota: solo i clienti che hanno ascoltato il titolo possono lasciare una recensione

Recensioni - seleziona qui sotto per cambiare la provenienza delle recensioni.