Actionable Gamification: Beyond Points, Badges, and Leaderboards
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this book is about implementing good gamification design into your products, workplace, and lifestyle.
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this book is about implementing good gamification design into your products, workplace, and lifestyle.
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is a deep exploration into what makes a game engaging and how to apply those engaging elements into real-life productive activities. It is about how you can use gamification and scientifically proven methods to improve your company, your life, and the lives of those around you.
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is a deep exploration into what makes a game engaging and how to apply those engaging elements into real-life productive activities. It is about how you can use gamification and scientifically proven methods to improve your company, your life, and the lives of those around you.
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Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these discipl...
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Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these discipl...
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realized the game I was looking for was simply life itself. If I were my own role-playing game character, I would never just stay in town, be idle and do nothing – the real life equivalent of watching TV, “hanging out” and leaving dreams unfulfilled. Of course not! I would go out into the wilderness, defeat monsters, gain experience, learn new skills, accumulate resources, ally myself with those who have complementary skills, learn from those who were of a higher level than I, and seek to conquer exciting quests. The only problem is, unlike most games with a computer interface, life does not ...more
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realized the game I was looking for was simply life itself. If I were my own role-playing game character, I would never just stay in town, be idle and do nothing – the real life equivalent of watching TV, “hanging out” and leaving dreams unfulfilled. Of course not! I would go out into the wilderness, defeat monsters, gain experience, learn new skills, accumulate resources, ally myself with those who have complementary skills, learn from those who were of a higher level than I, and seek to conquer exciting quests. The only problem is, unlike most games with a computer interface, life does not ...more
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This realization started my journey of personal growth and entrepreneurial pursuits. My life became my game and I was determined to become a high-level player in it. Despite being young, I felt my years as a competitive gamer had taught me how to master this new game of life. Designing my life then became a decade long journey of addressing two intriguing design questions: How to make games more meaningful? How to make life more fun? Little did I know back then that this lonely passion from 2003 would become one of the hottest new industries and buzzwords that people now commonly throw around ...more
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This realization started my journey of personal growth and entrepreneurial pursuits. My life became my game and I was determined to become a high-level player in it. Despite being young, I felt my years as a competitive gamer had taught me how to master this new game of life. Designing my life then became a decade long journey of addressing two intriguing design questions: How to make games more meaningful? How to make life more fun? Little did I know back then that this lonely passion from 2003 would become one of the hottest new industries and buzzwords that people now commonly throw around ...more
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Gamification, or the act of making something game-like, is certainly not something new. Throughout history, humans have tried to make existing tasks more intriguing, motivating, and even “fun.” When a small group of people casually decide to compete against each other in hunting and gathering, or simply start keeping score of their activities and comparing it to their past records, they are adopting principles that are prevalent in modern games to make tasks more engaging.
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Gamification, or the act of making something game-like, is certainly not something new. Throughout history, humans have tried to make existing tasks more intriguing, motivating, and even “fun.” When a small group of people casually decide to compete against each other in hunting and gathering, or simply start keeping score of their activities and comparing it to their past records, they are adopting principles that are prevalent in modern games to make tasks more engaging.
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Coonradt addressed the question, “Why would people pay for the privilege of working harder at their chosen sport or recreational pursuit than they would work at a job where they were being paid?” He then boiled it down to five conclusions that led to hobbies being more preferable to work. Clearly defined goals Better scorekeeping and scorecards More frequent feedback A higher degree of personal choice of methods Consistent coaching
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Coonradt addressed the question, “Why would people pay for the privilege of working harder at their chosen sport or recreational pursuit than they would work at a job where they were being paid?” He then boiled it down to five conclusions that led to hobbies being more preferable to work. Clearly defined goals Better scorekeeping and scorecards More frequent feedback A higher degree of personal choice of methods Consistent coaching
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course, as “games” evolved throughout the centuries, the art of “making things game-like” naturally evolved too. Through the advent of the Internet, Big Data, pluggable frameworks, and stronger graphics, our ability to design and implement better gamification experiences has drastically improved to the point where we can now bring sophisticated and subtle game-like experiences into every aspect of our lives.
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course, as “games” evolved throughout the centuries, the art of “making things game-like” naturally evolved too. Through the advent of the Internet, Big Data, pluggable frameworks, and stronger graphics, our ability to design and implement better gamification experiences has drastically improved to the point where we can now bring sophisticated and subtle game-like experiences into every aspect of our lives.
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recent years, the term “gamification” became a buzzword because the gaming industry shifted from making simple games that only target young boys, to social and mobile games like Farmville and Angry Birds that also appeal to middle-aged executives as well as senior retirees alike. As people discover that everyone from their nieces to their
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recent years, the term “gamification” became a buzzword because the gaming industry shifted from making simple games that only target young boys, to social and mobile games like Farmville and Angry Birds that also appeal to middle-aged executives as well as senior retirees alike. As people discover that everyone from their nieces to their
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The moment a game is no longer fun, users leave the game and play another game or find other things to do.
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The moment a game is no longer fun, users leave the game and play another game or find other things to do.
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Since game designers have spent decades learning how to keep people consistently engaged with repetitive activity loops towards “purposeless” goals, games are a great source of insight and understanding into Human-Focused Design.
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Since game designers have spent decades learning how to keep people consistently engaged with repetitive activity loops towards “purposeless” goals, games are a great source of insight and understanding into Human-Focused Design.
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Through gamification, we can look through the lens of games to understand how to combine different game mechanics and techniques to form desired and joyful experiences for everyone.
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Through gamification, we can look through the lens of games to understand how to combine different game mechanics and techniques to form desired and joyful experiences for everyone.
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Games have the amazing ability to keep people engaged for long periods of time, build meaningful relationships between people, and develop their creative potential.
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Games have the amazing ability to keep people engaged for long periods of time, build meaningful relationships between people, and develop their creative potential.
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Unfortunately, most games these days are simply focused on escapism – wasting your life away on something that does not improve your own life nor the lives of others
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Unfortunately, most games these days are simply focused on escapism – wasting your life away on something that does not improve your own life nor the lives of others
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Now imagine if there is a truly addictive game, where the more time you spend on it, the more productive you become. You would be playing and enjoying it all day. Your career would improve as your income increased, you would experience better relationships with your family, create value for your community, and solv...
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Now imagine if there is a truly addictive game, where the more time you spend on it, the more productive you become. You would be playing and enjoying it all day. Your career would improve as your income increased, you would experience better relationships with your family, create value for your community, and solv...
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can fulfill, and it is the vision I continuously strive for throughout m...
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can fulfill, and it is the vision I continuously strive for throughout m...
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years, gamification has reached a social tipping point and is starting to creep into every aspect of our lives - from education, work, marketing, parenting, sustainability, all the way to healthcare and scientific research: The U.S. Armed Forces now spends more money on recruitment games than any other marketing platform. Volkswagen generated 33 million web visits and 119,000 new ideas through its People’s Car Project to design the “perfect car”. Nike used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year. With Beat the GMAT, students ...more
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years, gamification has reached a social tipping point and is starting to creep into every aspect of our lives - from education, work, marketing, parenting, sustainability, all the way to healthcare and scientific research: The U.S. Armed Forces now spends more money on recruitment games than any other marketing platform. Volkswagen generated 33 million web visits and 119,000 new ideas through its People’s Car Project to design the “perfect car”. Nike used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year. With Beat the GMAT, students ...more
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So the question still remains: what exactly can gamification do? Does it actually create value and return measurable results, or is it just a new gimmicky fad without lasting impact? More
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So the question still remains: what exactly can gamification do? Does it actually create value and return measurable results, or is it just a new gimmicky fad without lasting impact? More
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My goal is to explain exactly how to be successful in applying gamification principles and techniques to real world situations.
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My goal is to explain exactly how to be successful in applying gamification principles and techniques to real world situations.
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Life is too short to waste on playing bad games.
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Life is too short to waste on playing bad games.
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The value games can provide us far exceeds simply killing time. Now is the time to harness that value and make the most out of our time.
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The value games can provide us far exceeds simply killing time. Now is the time to harness that value and make the most out of our time.
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The landscape of gamification development must be viewed within a historical context to see why gamification mechanics themselves don’t ultimately lead to effective design. Let’s start by taking a look at social media6.
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The landscape of gamification development must be viewed within a historical context to see why gamification mechanics themselves don’t ultimately lead to effective design. Let’s start by taking a look at social media6.
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Due to the proliferation of blogs, Facebook, and Twitter, the versatile term “social media” overtook “social networking” in 2007 and became a new buzzword. When enough interest and excitement in an industry hits critical mass, there will always be people and agencies proclaiming themselves as experts, to capitalize on the trending buzz. It really doesn’t matter what the new buzzword is – SEO, SaaS, Cloud, Big Data, you name it - the terms are so new that while no one can truly be an expert, everyone is in the running to be considered as one. And so these “experts” saw the growth in “social ...more
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Due to the proliferation of blogs, Facebook, and Twitter, the versatile term “social media” overtook “social networking” in 2007 and became a new buzzword. When enough interest and excitement in an industry hits critical mass, there will always be people and agencies proclaiming themselves as experts, to capitalize on the trending buzz. It really doesn’t matter what the new buzzword is – SEO, SaaS, Cloud, Big Data, you name it - the terms are so new that while no one can truly be an expert, everyone is in the running to be considered as one. And so these “experts” saw the growth in “social ...more
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the phenomenon became the focus. The pitch was very inspiring and logical.
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the phenomenon became the focus. The pitch was very inspiring and logical.
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Unfortunately, being an “expert” only went so far. When companies actually hired these social media services to run their marketing campaigns, they found that all these “experts” could do was create Twitter profiles and Facebook Fan Pages (I’ve even seen serv...
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Unfortunately, being an “expert” only went so far. When companies actually hired these social media services to run their marketing campaigns, they found that all these “experts” could do was create Twitter profiles and Facebook Fan Pages (I’ve even seen serv...
This highlight has been truncated due to consecutive passage length restrictions.
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