
Lýsing:
The easy way to grasp and use gamification concepts in business Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc. ), for any web-based experience (mobile, website, retail, community, etc.
). Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model. How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment How to build a successful gamification program How to entice and retain customers using gamification How to drive employee behavior inside your organization Real-world illustrations of gamification at work If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.
Annað
- Höfundar: Kris Duggan, Kate Shoup
- Útgáfa:1
- Útgáfudagur: 2013-01-10
- Hægt að prenta út 10 bls.
- Hægt að afrita 2 bls.
- Format:Page Fidelity
- ISBN 13: 9781118466957
- Print ISBN: 9781118466933
- ISBN 10: 1118466950
Efnisyfirlit
- About the Authors
- Contents at a Glance
- Table of Contents
- Introduction
- About This Book
- Conventions Used in This Book
- Foolish Assumptions
- How This Book Is Organized
- Icons Used in This Book
- Where to Go from Here
- Part I: Basic Training: Grasping the Basics
- Chapter 1: Gamifi-wha? Introducing Gamification
- Paging Mr. Webster: Defining Gamification
- What Gamification Does
- Proof Positive: Does Gamification Work?
- Who’s on First: Who’s Using Gamification?
- Developing a Gamification Program
- Chapter 2: Head Case: Understanding What Makes Users Tick
- Just Your Type: Identifying Player Types
- Outie or Innie? Understanding Extrinsic Versus Intrinsic Motivators
- The Fogg Behavior Model
- Competition Versus Cooperation
- Key Club: Motivating Key Behaviors
- Chapter 3: Object Lesson: Establishing Business Objectives
- Public Consumption: Considering Consumer-Related Objectives
- Employee Relations: Exploring Employee-Related Objectives
- Chapter 4: Target Practice: Targeting Desired Behaviors
- Turning Valued Behaviors into Valuable Behaviors
- Simple Minds: Comparing Simple and Advanced Behaviors
- Matching Behaviors with Customer-Related Business Objectives
- Aligning Behaviors with Employee-Related Business Objectives
- Bad Dog! Identifying Behaviors You Want to Discourage
- Chapter 5: You Win! The Rewards of Rewarding
- Types of Rewards
- Badges? We don’t need no stinking badges! Actually, maybe you do
- Choosing rewards
- Identifying When to Reward
- Chapter 6: Game On: Understanding Game Mechanics
- Here’s the Skinny: A Brief Intro to Game Mechanics
- Get to the Point: Understanding Points
- Follow the Leader: Working with Leaderboards
- Level Up: Exploring Levels
- Mission Control: Using Missions, Challenges, and Quests
- Exploring Activity Feeds and Notifications
- Defining the Context
- Exploring Anti-Gaming Mechanics
- Chapter 1: Gamifi-wha? Introducing Gamification
- Chapter 7: Freeze Frame: Understanding Gamification Frameworks
- Introducing the Six Gamification Frameworks
- Matching a Framework to Your Business Objective
- Comprehending the Social Loyalty Framework
- Experts Only: Exploring the Community Expert Framework
- Pyramid Power: Pondering the Competitive Pyramid Framework
- Break It to Me Gently: Identifying the Gentle Guide Framework
- In Good Company: Understanding the Company Collaborator Framework
- I Challenge Thee: Exploring the Company Challenge Framework
- Take Your Pick: Pinpointing Which Framework Meets Your Needs
- Chapter 8: Customer-Facing Frameworks
- Exploring the Social Loyalty Framework
- Expert Witness: Understanding the Community Expert Framework
- The Great Pyramid: Exploring the Competitive Pyramid Framework
- Chapter 9: Employee-Facing Frameworks
- Gentle Giant: Exploring the Gentle Guide Framework
- In Good Company: Understanding the Company Collaborator Framework
- Challenge Response: Exploring the Company Challenge Framework
- Chapter 10: Choosing a Gamification Provider
- Decisions, Decisions: Deciding Whether to Build or Buy
- Buying: Identifying Gamification Providers
- Building: Finding Open-Source Resources
- Chapter 11: Key Expertise for Your Gamification Team
- Recognizing Key Stakeholders
- Bringing Together Business Champions
- Assembling Your Nerds
- Gathering Creative Types
- Identifying Nice-to-Have Team Members
- Chapter 12: Ready, Set, Go! Configuring and Deploying Gamification Elements
- Design of the Times: The Design Stage
- Developing Nation: The Development Stage
- Testing 1, 2, 3: The Testing Stage
- Live It Up: Going Live
- Stay Safe Out There: A Word on Security
- Chapter 13: Analyze This: Understanding Analytics
- Understanding Analytics-Related Activities
- Identifying Key Metrics
- 52 Pickup: Picking Your Metrics
- Q& A: Answering Critical Questions with Analytics
- Healthy, Wealthy, and Wise: Using the Behavior Health Index (BHI)
- Chapter 14: What’s Next: The Future of Gamification
- Digging into the Pew Report on Gamification
- Tracking the Trends in Gamification
- Chapter 15: Ten Additional Gamification Resources
- “Building Web Reputation Systems” by Randy Farmer and Bryce Glass
- “Persuasive Technology” by B. J. Fogg
- “Reality Is Broken” by Jane McGonical
- “Total Engagement” by Byron Reeves and J. Leighton Read
- “Gamification by Design” by Gabe Zichermann and Christopher Cunningham
- “Predictably Irrational” by Dan Ariely
- “Influence: The Psychology of Persuasion” by Robert B. Cialdini
- “The Power of Habit” by Charles Duhigg
- “Switch” by Chip Heath and Dan Heath
- “Thinking, Fast and Slow” by Daniel Kahneman
- “Drive” by Daniel Pink
- Chapter 16: Ten Great Gamified Sites and Apps
- eBay (www.ebay.com)
- Foursquare (www.foursquare.com)
- GetGlue (www.getglue.com)
- Mint (www.mint.com)
- MuchMusic. com (www.muchmusic.com)
- Nike+ (www.nikeplus.nike. om)
- Recyclebank (www.recyclebank.com)
- Samsung (www.samsung.com)
- sneakpeeq (www.sneakpeeq.com)
- Xbox Live (www.xbox.com)
- Chapter 17: Supercharge Your Sales Team with Gamification
- The Drastic Cost of a Disengaged Sales Force
- Engagement Makes a Difference
- You Don’t Need Another App for That
- Gamification Embodies the Collaborative Nature of Sales 2.0
- People Work for More Than Just Money
- Proactive, Positive Reinforcement Builds a Culture of Success
- Writing a Consistent Story of Success
- Gamification Provides Real Benefits
- Designing Gamification Programs for Success: Some Tips
- Drive Behavior Across Sales, CRM, and Your Larger Business
- Conclusion
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- Gerð : 208
- Höfundur : 10647
- Útgáfuár : 2013
- Leyfi : 379