Gamify : how gamification motivates people to do extraordinary things /

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Bibliographic Details
Author / Creator:Burke, Brian, 1959- author.
Imprint:Brookline, MA : Bibliomotion, Inc., [2014]
Description:1 online resource (x, 181 pages) : illustrations
Language:English
Subject:
Format: E-Resource Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/13620408
Hidden Bibliographic Details
ISBN:9781937134860
1937134865
1937134873
9781937134877
9781315230344
1315230348
1351861786
9781351861786
9781937134853
1937134857
Notes:Includes bibliographical references and index.
English.
Print version record.
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. 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.
Other form:Print version: Burke, Brian, 1959- Gamify 9781937134853