- STAFF PICKS
- GIFTS + GIFT CARDS
- SELL BOOKS
- FIND A STORE
New Trade Paper
Ships in 1 to 3 days
Available for In-store Pickup
in 7 to 12 days
Other titles in the For Dummies series:
Business Gamification for Dummies (For Dummies)by Kris Duggan
Synopses & Reviews
Want to use gamification concepts in business? Game on!
Interested in improving customer loyalty, engagement, and retention? This expert guide to business gamification explains how to apply the principles of this strategic concept to your own business model to entice and retain customers in any web- or app-based experience. If you're interested in learning more about this exciting and innovative business strategy, Business Gamification For Dummies has you covered.
Open the book and find:
The easy way to grasp and use gamification concepts in business
Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.).
Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model.
If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.
Gamification For Dummies includes information on:
Reward techniques using game mechanics are now motivating millions of casual gamers across the web in non-game environments. Gamification For Dummies is for those readers interested in delivering real enterprise results in terms of massive productivity boosts.
About the Author
Kris Duggan is a thought leader of innovative ways to incorporate game mechanics and real-time loyalty programs into web and mobile experiences. Kate Shoup has written more than 25 books, has co-written a feature-length screenplay, and worked as the sports editor for NUVO newsweekly.
Table of Contents
Part I: Basic Training: Grasping the Basics 7
Chapter 1: Gamifi -wha? Introducing Gamification 9
Chapter 2: Head Case: Understanding What Makes Users Tick 23
Chapter 3: Object Lesson: Establishing Business Objectives 37
Chapter 4: Target Practice: Targeting Desired Behaviors 51
Chapter 5: You Win! The Rewards of Rewarding 65
Chapter 6: Game On: Understanding Game Mechanics 93
Part II: Decisions, Decisions: Choosing a Gamification Framework 113
Chapter 7: Freeze Frame: Understanding Gamification Frameworks 115
Chapter 8: Customer-Facing Frameworks 131
Chapter 9: Employee-Facing Frameworks 155
Part III: Getting Your Gamification Program Off the Ground 173
Chapter 10: Choosing a Gamification Provider 175
Chapter 11: Key Expertise for Your Gamification Team 187
Chapter 12: Ready, Set, Go! Configuring and Deploying Gamification Elements 193
Chapter 13: Analyze This: Understanding Analytics 211
Chapter 14: What’s Next: The Future of Gamification 235
Part IV: The Part of Tens 243
Chapter 15: Ten Additional Gamification Resources 245
Chapter 16: Ten Great Gamified Sites and Apps 251
Appendix: Supercharge Your Sales Team with Gamification 257
What Our Readers Are Saying
Other books you might like
Business » General