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Business Gamification For Dummies

Vörumerki: Dummies Series
Vörunúmer: 9781118466957
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Business Gamification For Dummies

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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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Vörumerki: Dummies Series
Vörunúmer: 9781118466957
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