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I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader. Gabe Zichermann is CEO of Gamification Co and Dopamine and is considered the world's foremost expert on designing engagement strategies for customers and employees.
Would you like to tell us about a lower price? If you are a seller for this product, would you like to suggest updates through seller support? Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business.
If you're going to play the game, this is how you play it.
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Page 1 of 1 Start over Page 1 of 1. Beyond Points, Badges and Leaderboards. Yu-kai Chou. Gamification by Design: Gabe Zichermann. Game-Based Marketing: Reality Is Broken: Jane McGonigal.
For the Win: Kevin Werbach. About the Author Gabe Zichermann is CEO of Gamification Co and Dopamine and is considered the world's foremost expert on designing engagement strategies for customers and employees. Read more. Product details Hardcover: English ISBN Print edition download must be sold by site. Thousands of books are eligible, including current and former best sellers. Look for the Kindle MatchBook icon on print and Kindle book detail pages of qualifying books. Print edition must be downloadd new and sold by site.
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Write a customer review. Read reviews that mention employee and customer engagement case studies real world reading this book next level must read gamification revolution many ideas great read using gamification concept of gamification business games cases employees ways companies customers engage marketing.
Top Reviews Most recent Top Reviews. There was a problem filtering reviews right now. Please try again later. Hardcover Verified download. As a man with an Associates in Game Design and pursuing a Bachelors in Marketing, gamification is a closely held passion of mine.
This book makes the concept of gamification easily accessible to the target market: While it may be considered basic knowledge to those in the game design industry, to the marketing VP in his 40's wanting to tackle employee and customer engagement, this book is perfect. The book explains in detail the pillars of gamification, using real-world advertising and marketing examples where each was used successfully.
I strongly recommend this book to anyone wanting to take their company to the next level. As I started reading the book, I got excited I already did some things that I classified as gamification and I hoped those ideas would be reinforced and expounded on by the book. They never were. The author keeps going on and on about what other companies do in general terms and concepts but never goes into specific suggestions that would help a smaller business like mine.
For example, we use a simple gamification technique - we put sales charts on the wall so employees can see our increased sales and progress.
He never discusses anything like that.
I believe he has the concept right - just give us something useful! I have never been a "game" person but Just a brief note to say that the book is eye-opening, stimulating and useful.
I have never been a "game" person but have watch my daughter being fascinated by Mind game. Now I want to prepare an educational program for my book on teaching children to think creatively and have found this book to be a major source of ideas related to gamifying my program.
Definitely worth reading.
While the author is the CEO of a gaming company and could focus strictly on the game mechanics, he spends a lot of time in his book exploring the reasons people especially young ones who love games may be finding it more difficult to engage and stay motivated in their daily pursuits at work, at home and even in the car to and from. It's because we are barraged from all directions and our many devices and forced to pick and choose between what to pay attention to.
From that point he makes perhaps too big a jump to observe that Millennials are like that because they've grown up playing video and other kinds of games, and--because of that--there's no other way they can really be engaged. And because they are the focal point and rising leaders in our organizations, the rest of us will be forced to get interested in gaming as well.