Gamify : how gamification motivates people to do extraordinary things / by Brian Burke (Gartner, Inc.)
Material type: TextPublisher: Brookline, MA : Bibliomotion, books + media, [2014]Description: x, 181 pages : illustrations ; 23 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9781937134853 (hardcover : alk. paper)Subject(s): Employee motivation | Motivation (Psychology) | Games -- Psychological aspects | Organizational behaviorDDC classification: 658.314 Summary: 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 sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.Item type | Current library | Call number | Status | Date due | Barcode | Item holds |
---|---|---|---|---|---|---|
Books | Namal Library Management | 658.314 BUR-G 2014 7028 (Browse shelf (Opens below)) | Available | 0007028 |
Browsing Namal Library shelves, Shelving location: Management Close shelf browser (Hides shelf browser)
No cover image available | No cover image available | |||||||
658.3124 PUL-A 2017 12142 ASTD handbook for measuring and evaluating training / | 658.312404 SIM-D 2003 3521 Designing and delivering training / | 658.3125 ART-F 2011 11828 The first-time manager's guide to performance appraisals / | 658.314 BUR-G 2014 7028 Gamify : | 658.314 CHE-N 2021 13561 The new world of work : enable the workforce and the business to thrive / | 658.314 HAL-T 2007 179 Target setting and goal achievement / | 658.314 LUN-F 2000, 6350 Fish! |
Includes bibliographical references (pages 169-173) and index.
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 sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
There are no comments on this title.