The Resource Gamify : how gamification motivates people to do extraordinary things, Brian Burke (Gartner, Inc.), (electronic resource)

Gamify : how gamification motivates people to do extraordinary things, Brian Burke (Gartner, Inc.), (electronic resource)

Label
Gamify : how gamification motivates people to do extraordinary things
Title
Gamify
Title remainder
how gamification motivates people to do extraordinary things
Statement of responsibility
Brian Burke (Gartner, Inc.)
Creator
Author
Subject
Language
eng
Summary
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. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle, it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This audiobook goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action, as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals
Member of
Accompanying matter
technical information on music
Cataloging source
Midwest
http://bibfra.me/vocab/lite/collectionName
hoopla (Digital media service)
http://library.link/vocab/creatorDate
1959-
http://library.link/vocab/creatorName
Burke, Brian
Form of composition
not applicable
Format of music
not applicable
Literary text for sound recordings
other
http://library.link/vocab/subjectName
  • Employee motivation
  • Motivation (Psychology)
  • Games
  • Organizational behavior
Target audience
adult
Transposition and arrangement
not applicable
Label
Gamify : how gamification motivates people to do extraordinary things, Brian Burke (Gartner, Inc.), (electronic resource)
Link
Instantiates
Publication
Antecedent source
unknown
Capture and storage technique
digital storage
Color
not applicable
Configuration of playback channels
unknown
Control code
MWT11373530
Dimensions
  • not applicable
  • unknown
Edition
Unabridged.
Extent
1 online resource (1 audio file (5hr., 15 min.))
File format
unknown
Form of item
  • online
  • electronic
Governing access note
Digital content provided by hoopla
Groove width / pitch
not applicable
Isbn
9781469059433
Isbn Type
(sound recording : hoopla Audio Book)
Kind of cutting
not applicable
Kind of disc cylinder or tape
not applicable
Kind of material
unknown
Level of compression
unknown
Other physical details
digital.
Publisher number
MWT11373530
Quality assurance targets
unknown
Reformatting quality
access
Sound
sound
Special playback characteristics
digital recording
Specific material designation
  • other
  • remote
Speed
other
Stock number
11373530
System details
Mode of access: World Wide Web
Tape configuration
not applicable
Tape width
not applicable
Label
Gamify : how gamification motivates people to do extraordinary things, Brian Burke (Gartner, Inc.), (electronic resource)
Link
Publication
Antecedent source
unknown
Capture and storage technique
digital storage
Color
not applicable
Configuration of playback channels
unknown
Control code
MWT11373530
Dimensions
  • not applicable
  • unknown
Edition
Unabridged.
Extent
1 online resource (1 audio file (5hr., 15 min.))
File format
unknown
Form of item
  • online
  • electronic
Governing access note
Digital content provided by hoopla
Groove width / pitch
not applicable
Isbn
9781469059433
Isbn Type
(sound recording : hoopla Audio Book)
Kind of cutting
not applicable
Kind of disc cylinder or tape
not applicable
Kind of material
unknown
Level of compression
unknown
Other physical details
digital.
Publisher number
MWT11373530
Quality assurance targets
unknown
Reformatting quality
access
Sound
sound
Special playback characteristics
digital recording
Specific material designation
  • other
  • remote
Speed
other
Stock number
11373530
System details
Mode of access: World Wide Web
Tape configuration
not applicable
Tape width
not applicable

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