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Brian Burke - Gamify: How Gamification Motivates People to Do Extraordinary Things

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Gamify: How Gamification Motivates People to Do Extraordinary Things: summary, description and annotation

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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. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.
This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.
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.

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First published by Bibliomotion Inc 39 Harvard Street Brookline MA 02445 - photo 1

First published by Bibliomotion, Inc.

39 Harvard Street

Brookline, MA 02445

Tel: 617-934-2427

www.bibliomotion.com

Copyright 2014 by Gartner, Inc.

All rights reserved. No part of this publication may be reproduced in any manner whatsoever without written permission from the publisher, except in the case of brief quotations embodied in critical articles or reviews.

Library of Congress Cataloging-in-Publication Data

Burke, Brian, 1959

Gamify: how gamification motivates people to do extraordinary things / Brian Burke.

pages cm

Includes bibliographical references and index.

ISBN 978-1-937134-85-3 (hardcover: alk. paper) ISBN 978-1-937134-86-0 (ebook)

ISBN 978-1-937134-87-7 (enhanced ebook)

1. Employee motivation. 2. Motivation (Psychology) 3. GamesPsychological aspects. 4. Organizational behavior. I. Title.

HF5549.5.M63B875 2014

658.314dc23

2014000503

A

achievement

Brian Burke personal story,

gamification defined,

Affordable Care Act,

AHA (American Heart Association),

airline program rewards,

American Heart Association (AHA),

analytics,

Angry Birds,

athlete motivation,

augmented reality,

Austin, Tom,

Autodesk software,

autonomy,

B

Bacon, Russell,

badge fatigue,

badges

open,

Open Badges project,

in virtual world,

Badgeville,

Barclaycard Ring,

Baxter, Natron,

BBVA Game,

behavior change

building over time,

change in focus,

customer engagement,

employee focus application,

inspiration,

ongoing,

in social collaboration,

social recognition,

target audience and uses of gamification,

through goal setting,

through kindred spirits,

through mobile app,

through repetition,

through small steps,

through social networking,

through triggers,

benefits realization,

bias,

BigDoor,

Blue Cross and Blue Shield,

Bogost, Ian,

Brown, Tim,

Bunchball,

Burke, Brian (author)

evolvement from enterprise architecture to gamification coverage,

Gartner employment,

personal story of achievement,

business disruptions,

business goals versus player goals,

business leaders, selling gamification to,

business outcomes

gamification scope,

identifying,

player experience design process structure,

business travel,

C

campaign/endless engagement parameter,

Capital BlueCross,

Center for Educational Technologies (CET),

CET (Center for Educational Technologies),

Change Healthcare Corporation,

change management, . See also behavior change

Chartered Institute of Personnel and Development (CIPD),

checkpoint challenges,

CIPD (Chartered Institute of Personnel and Development),

Citizens Initiative Act,

collaborative environment

competitive/collaborative engagement parameter,

skills development,

community-of-interest application

idea generation,

target audience,

competition based innovation,

competitive game, design pitfalls,

competitive/collaborative engagement parameter,

connectedness,

Conundra Ltd.,

core value exchange,

corporate training,

cost, digital engagement model advantages,

Cotterill, David,

Coursera,

creativity. See innovation driver

CRM (customer relationship management),

crowdsourcing

innovation driver,

target audience and,

trends enabling gamification,

Cundari,

custom development solutions,

customer cocreation,

customer engagement,

customer focus application

behavior change,

target audience,

customer relationship management (CRM),

D

Daily Challenge solution,

DARPA (U.S. Defense Advanced Research Project),

data collection,

decomposition,

Department of Work and Pensions (DWP),

dependencies, skills development,

design. See player experience design process; player-centric design design

design pitfalls

competitive games,

endgame,

game economy,

gaming the system,

mandatory participation,

player experience,

skill/challenge imbalances,

stand-alone gamification,

target audience,

design thinking,

Digg website,

digital engagement model,

versus face-to-face model,

trends enabling gamification,

digitalization,

DIRECTV,

disintermediation,

distance, digital engagement model advantages,

Drive: The Surprising Truth About What Motivates Us (Pink),

Duolingo website,

DWP (Department of Work and Pensions),

E

early gamification,

education, future of gamification, . See also skills development

Eisentraut, Cory,

emergence,

emergent/scripted engagement parameter,

Emerson, Ralph Waldo,

emotion detection,

emotional engagement,

employee focus application

behavior change,

target audience,

employee training,

endgame, design pitfalls,

engagement

customer,

digital engagement model,

emotional,

innovation driver,

intrinsic versus extrinsic rewards,

player engagement model,

quantity versus quality of interaction,

skills development,

transactional,

engagement model, player experience design process structure,

EpicMix,

experience design, . See also player-centric design

extrinsic rewards

versus intrinsic rewards,

intrinsic/extrinsic engagement parameter,

F

F12 solution,

Facebook,

face-to-face model,

failure, learning from,

formal education, skills development,

Foursquare,

Free the Children charity,

FuelBand,

fun currency (game economy),

fund-raising,

future of gamification

augmented reality,

education,

emotion detection,

future scenarios,

gesture control,

head-mounted displays,

personal connections,

skills attainment,

smartphones,

technological advancement,

wicked problems,

G

game economy

basic currencies of,

failing to manage,

fun currency,

motivation,

player experience design process structure,

self-esteem currency,

social capital currency,

things currency,

game mechanics

gamification defined,

success metrics,

gamification

definition of,

early,

goal of,

growing pains,

history of,

hype,

leveraging,

misunderstood potential of,

scope,

trends enabling,

versus video games and rewards programs,

gaming the system pitfalls,

Gartner, Inc.,

generalized gamification platforms,

Gerjets, Sven,

gesture control,

goals. See also player goals

business versus player,

changing behavior through,

gamification defined,

player experience design process structure,

shared,

skills development,

Google News badges,

Google Trends,

government design policy solutions,

H

health plan education,

Healthcare University,

HeartChase app,

Hotchkin, Nicholas,

Hype Cycle for Emerging Technologies,

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