Gamify: how gamification motivates people to do extraordinary things
(Book)
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.
Notes
Burke, B. (2014). Gamify: how gamification motivates people to do extraordinary things. Brookline, MA, Bibliomotion, books + media.
Chicago / Turabian - Author Date Citation (style guide)Burke, Brian, 1959-. 2014. Gamify: How Gamification Motivates People to Do Extraordinary Things. Brookline, MA, Bibliomotion, books + media.
Chicago / Turabian - Humanities Citation (style guide)Burke, Brian, 1959-, Gamify: How Gamification Motivates People to Do Extraordinary Things. Brookline, MA, Bibliomotion, books + media, 2014.
MLA Citation (style guide)Burke, Brian. Gamify: How Gamification Motivates People to Do Extraordinary Things. Brookline, MA, Bibliomotion, books + media, 2014.
Record Information
Last Sierra Extract Time | Apr 16, 2024 07:47:28 PM |
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Last File Modification Time | Apr 16, 2024 07:48:01 PM |
Last Grouped Work Modification Time | Apr 23, 2024 02:10:41 AM |
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100 | 1 | |a Burke, Brian,|d 1959-|e author. | |
245 | 1 | 0 | |a Gamify :|b how gamification motivates people to do extraordinary things /|c Brian Burke (Gartner, Inc.) |
264 | 1 | |a Brookline, MA :|b Bibliomotion, books + media,|c [2014] | |
300 | |a x, 181 pages :|b illustrations ;|c 23 cm | ||
336 | |a text|2 rdacontent | ||
337 | |a unmediated|2 rdamedia | ||
338 | |a volume|2 rdacarrier | ||
504 | |a Includes bibliographical references (pages 169-173) and index. | ||
505 | 0 | |a Introduction : Gamification: beyond the hype -- Part I. The value of gamification: engaging the crowd : Motivation: the gamification endgame -- Give meaning to players -- Changing behavior one step at a time -- Using gamification to develop skills -- Using gamification to drive innovation -- Part II. Designing a gamified player experience : Player-centric design -- Designing a gamified solution -- Common design pitfalls -- Managing for success -- Gamification 2020: what the future holds | |
520 | |a 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. | ||
650 | 0 | |a Employee motivation. | |
650 | 0 | |a Motivation (Psychology) | |
650 | 0 | |a Games|x Psychological aspects. | |
650 | 0 | |a Organizational behavior. | |
650 | 0 | |a Gamification. | |
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