null Skip to main content
Zoom the image with the mouse

Gamify: How Gamification Motivates People to Do Extraordinary Things

shipping_info: Arriving in 4-10 business days
Publisher: BookPal, LLC
Product Name: Gamify: How Gamification Motivates People to Do Extraordinary Things
Author: Biran Burke
Language: English
Format: Hardcover
Publication Date: 05/01/2014 00:00
ISBN: 1937134857
Pages: 181
Share:
Buy More. Save More.
We are happy to assist you with this order size.
    Buy Now
    Format Details
    Hardcover
    Hurry! Only left
    (25 Minimum)
    Your Price:
    $24.95 Save
    Subtotal for copies =
    Details
    Request a quote if your organization requires a formal PDF quote for purchasing. Pricing shown on this page will be the same pricing reflected in the PDF quote.

    Free shipping on orders over $95

    Arriving in 4-10 business days

    Price Match Guarantee.
    DetailsTo request a price match, simply click the “Request a Quote” link above and provide a URL to the lower priced title in the NOTES section. Or email your price match request to sales@bookpal.com.
    Buy More. Save More.
    We are happy to assist you with this order size.
      Gamify: How Gamification Motivates People to Do Extraordinary Things Cover
      As low as $24.95

      Gamify: How Gamification Motivates People to Do Extraordinary Things

      We can help you leverage the power of books

      Customer Service

      Connect with a dedicated account manager who is there every step of the way.

      Price Match Guarantee

      If you see better pricing elsewhere on your desired quantity, we will price match so you can be sure to get the best pricing.

      Free Shipping

      Enjoy free ground shipping on your order of $95 or more!

      Brand New Guarantee

      We only sell books that are brand new and protect that with a guarantee.

      Customization

      From author signatures to marketing inserts, custom packaging to brand stickers, we can help take your book marketing to the next level.

      Learn more about ordering
      Details
      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.

      The book, Gamify: How Gamification Motivates People to Do Extraordinary Things [Bulk, Wholesale, Quantity] ISBN# 9781937134853 in Hardcover by Biran Burke may be ordered in bulk quantities. Minimum starts at 25 copies. Availability based on publisher status and quantity being ordered.

      Product details

      Publisher: BookPal, LLC
      Product Name: Gamify: How Gamification Motivates People to Do Extraordinary Things
      Author: Biran Burke
      Language: English
      Format: Hardcover
      Publication Date: 05/01/2014 00:00
      ISBN: 9781937134853
      Pages: 181
      Publisher: BookPal, LLC
      Product Name: Gamify: How Gamification Motivates People to Do Extraordinary Things
      Author: Biran Burke
      Language: English
      Format: Hardcover
      Publication Date: 05/01/2014 00:00
      ISBN: 1937134857
      Pages: 181

      GMA connects authors, speakers, and talent with the right people at the right time.

      Learn More

      About the Author: Biran Burke

      Customer Reviews