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.
Tabela de Conteúdo
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
Sobre o autor
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.