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    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. 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 audiobook 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.

    ©2014 Brian Burke (P)2014 Gildan Media LLC

    Commentaires

    "Gamify provides valuable information about what to consider in projects so as to deliver effective solutions for our players. It lays out key concepts for proper player-centric design to make your project a success, allowing you to get closer to being one of the 20% of projects that work, instead of the 80 % that do not." (Sergio Jiménez, creator of Gamification Model Canvas, founder of Game On! Lab, and co-founder of Gamification World Congress)

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    • Global
      5 out of 5 stars
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      4 out of 5 stars
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      5 out of 5 stars
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    • Chad
    • 17/09/2018

    A pleasant introduction to gamification

    This seems written for either the executive that head the buzzword of gamification and need to be brought down to earth, or those that have ideas to use gamification in their company and need very basic advice on how to get started. This short book is not going to provide a detailed manual for how to set up such a system. Nor does it present a ton of great ideas, although it does provide several fascinating anecodtes about what other companies have done, such as for Barclaycard Ring or Khan Academy.

    On the whole, the book is ok, but is unlikely to be anyone's treasured tome.

    The narrator is ok, but sounds scripted and ostentatious when reading quoted material.

    #LITRPG #Quirky #Tagsgiving #Sweepstakes

    1 personne a trouvé cela utile

    • Global
      3 out of 5 stars
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      3 out of 5 stars
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      3 out of 5 stars
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    • JOSE OSPINA
    • 10/05/2015

    Its about gamifying in the corporate environment

    Its ok if you are looking for some references into how to apply gamification on a corporate environment. It's not that much about the basic principles of gamification.

    3 personnes ont trouvé cela utile

    • Global
      2 out of 5 stars
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      4 out of 5 stars
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      3 out of 5 stars
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    • Rafy
    • 01/04/2021

    Has no practical information unless you are a big organization

    I found the book kinda useless. The beginning was good where described what gamification is what people try to do with it. And what it’s not. But other than that it has no practical use for oneself unless you want to learn about how other people used gamification. Not how to Gamify things for yourself.

    • Global
      3 out of 5 stars
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      3 out of 5 stars
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    • Ivan Silva Prado
    • 16/08/2020

    Good for beginners

    A little basic and outdated. Still brings some insights on gamification and examples on experience design.

    • Global
      4 out of 5 stars
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    • DJ
    • 22/07/2020

    Very interesting book but could have gone deeper.

    good read. many interesting points. I wish it had a little more depth. all in all I enjoyed it.

    • Global
      4 out of 5 stars
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      3 out of 5 stars
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    • Allan
    • 06/12/2019

    Great book

    Great book, but has not been updated since launch, as many new examples of gamified products and services gave emerged.
    Leaves me thinking that more recent knowledge is available.

    • Global
      1 out of 5 stars
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      2 out of 5 stars
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      1 out of 5 stars
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    • White Dog
    • 02/02/2017

    a junior high school term paper

    really bad. just worthless. i have no idea why it was published. waste of rime.

    1 personne a trouvé cela utile

    • Global
      1 out of 5 stars
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    • jonathan travelstead
    • 12/02/2015

    Uninspired. 'Gamify' is said nearly 1000 times

    ugh. I am in love with the concept, but this was completely unimaginative without delving deeply enough to be academic

    1 personne a trouvé cela utile