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Gamify: How Gamification Motivates People to Do Extraordinary Things
(Adobe EPUB eBook, Kindle Book, OverDrive Read)

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Published:
Bibliomotion, Inc. 2014
Status:
Available from OverDrive
Description
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. 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.
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Format:
Adobe EPUB eBook, Kindle Book, OverDrive Read
Street Date:
04/08/2014
Language:
English
ISBN:
9781937134860
ASIN:
B00I2ZW47W
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Citations
APA Citation (style guide)

Brian Burke. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion, Inc.

Chicago / Turabian - Author Date Citation (style guide)

Brian Burke. 2014. Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion, Inc.

Chicago / Turabian - Humanities Citation (style guide)

Brian Burke, Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion, Inc, 2014.

MLA Citation (style guide)

Brian Burke. Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion, Inc, 2014.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.
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Grouped Work ID:
998e0a2b-229e-cac0-3227-cec35abb7dc9
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Needs Update?:
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Date Added:
Jun 12, 2018 17:38:47
Date Updated:
Dec 06, 2020 02:45:21
Last Metadata Check:
Mar 24, 2024 09:06:43
Last Metadata Change:
Feb 21, 2024 05:37:52
Last Availability Check:
Mar 24, 2024 09:06:46
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Last Grouped Work Modification Time:
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        Brian Burke is a Research Vice President at Gartner, covering enterprise architecture for the past 15 years. He has also been leading research on the emerging gamification trend for the past three years. As an expert in enterprise architecture, he has worked for decades on understanding disruptive technology trends and their implications for business. He currently leads research in business outcome-driven enterprise architecture and his groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both the public and private sectors. He is also a prominent researcher and speaker in the areas of gamification, IT strategy, IT organizational structures and business/IT alignment.Mr. Burke has a broad and diverse background in technology and strategy, having more than 25 years of experience in the industry. He joined Gartner in April 2005 with the acquisition of Meta Group, where he worked for the previous seven years. Prior to that, he held senior management positions with responsibility for the development of IT strategy and architecture and the implementation of emerging technologies, including Internet, knowledge management, data warehouse, groupware, client/server and LAN/desktop technology.

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title
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fullDescription
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. 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.
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shortDescription

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...

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bisacCodes
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      • description: BUSINESS & ECONOMICS / Strategic Planning