Gamify: How Gamification Motivates People to Do Extraordinary Things
(eAudiobook)

Book Cover
Average Rating
Published
Gildan Audio, 2014.
Status
Available Online

Description

Loading Description...

Also in this Series

Checking series information...

More Like This

Loading more titles like this title...

More Details

Physical Description
5h 15m 0s
Format
eAudiobook
Language
English
ISBN
9781469059433

Reviews from GoodReads

Loading GoodReads Reviews.

Citations

APA Citation, 7th Edition (style guide)

Brian Burke., Brian Burke|AUTHOR., & Steven Menasche|READER. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things . Gildan Audio.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Brian Burke, Brian Burke|AUTHOR and Steven Menasche|READER. 2014. Gamify: How Gamification Motivates People to Do Extraordinary Things. Gildan Audio.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Brian Burke, Brian Burke|AUTHOR and Steven Menasche|READER. Gamify: How Gamification Motivates People to Do Extraordinary Things Gildan Audio, 2014.

MLA Citation, 9th Edition (style guide)

Brian Burke, Brian Burke|AUTHOR, and Steven Menasche|READER. Gamify: How Gamification Motivates People to Do Extraordinary Things Gildan Audio, 2014.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

Staff View

Go To Grouped Work

Grouping Information

Grouped Work ID9269b31c-e8c6-3a4d-e8db-f2840a519f2b-eng
Full titlegamify how gamification motivates people to do extraordinary things
Authorburke brian
Grouping Categorybook
Last Update2023-01-14 19:02:10PM
Last Indexed2024-04-13 01:38:24AM

Book Cover Information

Image Sourcehoopla
First LoadedJan 11, 2023
Last UsedAug 15, 2023

Hoopla Extract Information

stdClass Object
(
    [year] => 2014
    [artist] => Brian Burke
    [fiction] => 
    [coverImageUrl] => https://cover.hoopladigital.com/gil_9781469059433_270.jpeg
    [titleId] => 11373530
    [isbn] => 9781469059433
    [abridged] => 
    [language] => ENGLISH
    [profanity] => 
    [title] => Gamify
    [demo] => 
    [segments] => Array
        (
        )

    [duration] => 5h 15m 0s
    [children] => 
    [artists] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Brian Burke
                    [relationship] => AUTHOR
                )

            [1] => stdClass Object
                (
                    [name] => Steven Menasche
                    [relationship] => READER
                )

        )

    [genres] => Array
        (
            [0] => Business
        )

    [price] => 2.51
    [id] => 11373530
    [edited] => 
    [kind] => AUDIOBOOK
    [active] => 1
    [upc] => 
    [synopsis] => 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. 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 key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
    [url] => https://www.hoopladigital.com/title/11373530
    [pa] => 
    [subtitle] => How Gamification Motivates People to Do Extraordinary Things
    [publisher] => Gildan Audio
    [purchaseModel] => INSTANT
)