Gamification at Work

Gamification at Work
Title Gamification at Work PDF eBook
Author Janaki Mythily Kumar
Publisher
Total Pages 168
Release 2013
Genre Computers
ISBN 9788792964076

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Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Gamification at work : designing engaging business software

Gamification at work : designing engaging business software
Title Gamification at work : designing engaging business software PDF eBook
Author Janaki Mythily Kumar
Publisher
Total Pages 166
Release 2013
Genre Application software
ISBN 9788792964083

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Gamification by Design

Gamification by Design
Title Gamification by Design PDF eBook
Author Gabe Zichermann
Publisher "O'Reilly Media, Inc."
Total Pages 211
Release 2011-08
Genre Computers
ISBN 1449397670

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Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience

Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
Title Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience PDF eBook
Author Aaron Marcus
Publisher Springer
Total Pages 622
Release 2013-07-06
Genre Computers
ISBN 9783642392429

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The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.

Enterprise Gamification

Enterprise Gamification
Title Enterprise Gamification PDF eBook
Author Mario Herger
Publisher Createspace Independent Publishing Platform
Total Pages 0
Release 2014-07
Genre Electronic games
ISBN 9781470000646

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Research shows when people are engaged they are more productive. That's why gamification has caught on in the corporate world. The clever combination of fields such as game design, psychology, motivation theory, neurophysiology, and behaviorism has been shown to benefit stakeholders in surprisingly effective ways. This landmark book examines the prevailing notion that simple rewards and competition are effective means for engaging people, and shows how gamification designs can be applied to support long-term collaboration, creativity, productivity, loyalty, and learning. Based on evidence from many research papers, use cases, and practical examples you will learn how to create effective and fun gamification designs for one or multiple systems in a local or global context. Enterprise Gamification is the most comprehensive and scientifically rigorous book yet written in this exciting new field.

Gamification in Education and Business

Gamification in Education and Business
Title Gamification in Education and Business PDF eBook
Author Torsten Reiners
Publisher Springer
Total Pages 710
Release 2014-11-22
Genre Mathematics
ISBN 3319102087

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This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Actionable Gamification

Actionable Gamification
Title Actionable Gamification PDF eBook
Author Yu-kai Chou
Publisher Packt Publishing Ltd
Total Pages 500
Release 2019-12-03
Genre Computers
ISBN 183921077X

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Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.