Gamify: How Gamification Motivates People to Do Extraordinary Things
Autor Biran Burkeen Limba Engleză Hardback – mai 2014
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Specificații
ISBN-13: 9781937134853
ISBN-10: 1937134857
Pagini: 194
Ilustrații: B&W illustrations, charts, tables
Dimensiuni: 138 x 216 x 20 mm
Greutate: 0.56 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Locul publicării:Oxford, United Kingdom
ISBN-10: 1937134857
Pagini: 194
Ilustrații: B&W illustrations, charts, tables
Dimensiuni: 138 x 216 x 20 mm
Greutate: 0.56 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Locul publicării:Oxford, United Kingdom
Public țintă
Professional and Professional Practice & DevelopmentCuprins
Introduction Gamification: Beyond the Hype Part I The Value of Gamification: Engaging the Crowd 1 Motivation: The Gamification Endgame 12 Give Meaning to Players 3 Changing Behavior One Step at a Time 4 Using Gamification to Develop Skills 5 Using Gamification to Drive Innovation Part II Designing a Gamified Player Experience 6 Player-Centric Design 7 Designing a Gamified Solution 8 Common Design Pitfalls 9 Managing for Success 10 Gamification 2020: What the Future Holds
Notă biografică
Brian Burke is a Research Vice President at Gartner, covering enterprise architecture for the past 15 years. He has also been leading research on the emerging gamification trend for the past three years. As an expert in enterprise architecture, he has worked for decades on understanding disruptive technology trends and their implications for business. He currently leads research in business outcome-driven enterprise architecture and his groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both the public and private sectors. He is also a prominent researcher and speaker in the areas of gamification, IT strategy, IT organizational structures and business/IT alignment. Mr. Burke has a broad and diverse background in technology and strategy, having more than 25 years of experience in the industry. He joined Gartner in April 2005 with the acquisition of Meta Group, where he worked for the previous seven years. Prior to that, he held senior management positions with responsibility for the development of IT strategy and architecture and the implementation of emerging technologies, including Internet, knowledge management, data warehouse, groupware, client/server and LAN/desktop technology.
Descriere
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage.