Business Gamification For Dummies

Höfundur Kris Duggan; Kate Shoup

Útgefandi Wiley Professional Development (P&T)

Snið Page Fidelity

Print ISBN 9781118466933

Útgáfa 1

Útgáfuár 2013

1.890 kr.

Description

Efnisyfirlit

  • 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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