Business Gamification For Dummies - Kris Duggan, Kate Shoup

Business Gamification For Dummies

, (Autoren)

Buch | Softcover
320 Seiten
2013
For Dummies (Verlag)
978-1-118-46693-3 (ISBN)
26,32 inkl. MwSt
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.
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.

Kris Duggan is a thought leader of innovative ways to incorporate game mechanics and real-time loyalty programs into web and mobile experiences. Kate Shoup has written more than 25 books, has co-written a feature-length screenplay, and worked as the sports editor for NUVO newsweekly.

Introduction 1 Part I: Basic Training: Grasping the Basics 7

Chapter 1: Gamifi -wha? Introducing Gamification 9

Chapter 2: Head Case: Understanding What Makes Users Tick 23

Chapter 3: Object Lesson: Establishing Business Objectives 37

Chapter 4: Target Practice: Targeting Desired Behaviors 51

Chapter 5: You Win! The Rewards of Rewarding 65

Chapter 6: Game On: Understanding Game Mechanics 93

Part II: Decisions, Decisions: Choosing a Gamification Framework 113

Chapter 7: Freeze Frame: Understanding Gamification Frameworks 115

Chapter 8: Customer-Facing Frameworks 131

Chapter 9: Employee-Facing Frameworks 155

Part III: Getting Your Gamification Program Off the Ground 173

Chapter 10: Choosing a Gamification Provider 175

Chapter 11: Key Expertise for Your Gamification Team 187

Chapter 12: Ready, Set, Go! Configuring and Deploying Gamification Elements 193

Chapter 13: Analyze This: Understanding Analytics 211

Chapter 14: What’s Next: The Future of Gamification 235

Part IV: The Part of Tens 243

Chapter 15: Ten Additional Gamification Resources 245

Chapter 16: Ten Great Gamified Sites and Apps 251

Appendix: Supercharge Your Sales Team with Gamification 257

Index 265

Erscheint lt. Verlag 19.10.2017
Sprache englisch
Maße 185 x 231 mm
Gewicht 408 g
Themenwelt Sachbuch/Ratgeber Beruf / Finanzen / Recht / Wirtschaft Wirtschaft
Informatik Software Entwicklung User Interfaces (HCI)
Mathematik / Informatik Mathematik
Wirtschaft Betriebswirtschaft / Management Unternehmensführung / Management
ISBN-10 1-118-46693-4 / 1118466934
ISBN-13 978-1-118-46693-3 / 9781118466933
Zustand Neuware
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