Description
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- 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
- Part II: Decisions, Decisions: Choosing a Gamification Framework
- 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
- Part III: Getting Your Gamification Program Off the Ground
- 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
- Part IV: The Part of Tens
- 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
- Index
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