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Kris Duggan - Business Gamification For Dummies

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Kris Duggan Business Gamification For Dummies

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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.

  • How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment
  • How to build a successful gamification program
  • How to entice and retain customers using gamification
  • How to drive employee behavior inside your organization
  • Real-world illustrations of gamification at work
  • If youre interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.

    Kris Duggan: author's other books


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    Business Gamification For Dummies Published by John Wiley Sons Inc 111 - photo 1

    Business Gamification For Dummies Published by John Wiley Sons Inc 111 - photo 2

    Business Gamification For Dummies

    Published by
    John Wiley & Sons, Inc.
    111 River St.
    Hoboken, NJ 07030-5774
    www.wiley.com

    Copyright 2013 by John Wiley & Sons, Inc., Hoboken, New Jersey

    Published by John Wiley & Sons, Inc., Hoboken, New Jersey

    Published simultaneously in Canada

    No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Publisher. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.

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    Library of Congress Control Number: 2012955834

    ISBN 978-1-118-46693-3 (pbk); ISBN 978-1-118-46694-0 (ebk); ISBN 978-1-118-46695-7 (ebk); ISBN 978-1-118-46696-4 (ebk)

    Manufactured in the United States of America

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    Picture 3

    About the Authors

    Kris Duggan, CEO of Badgeville, Inc., is a serial entrepreneur with a passion for building innovative, fast-growing companies. He is dedicated to helping new brands increase user engagement through social gaming and loyalty. A sought-after speaker on gamification, analytics, and user engagement, Kris is a thought leader who specializes in innovative ways to incorporate game mechanics and social loyalty programs into web and mobile experiences. Prior to founding Badgeville, Duggan worked in leadership roles at a variety of successful companies, including WebEx, and across a wide variety of verticals. He lives in Palo Alto with his wife Leah and two sons, Colin and Aidan.

    Kate Shoup, during the course of her career, has authored more than 25 books, including Starting an Etsy Business For Dummies, What Can You Do with a Major in Business?, Rubbish: Reuse Your Refuse, Websters New World English Grammar Handbook, and Office 2010 Simplified (all published by John Wiley & Sons, Inc.), and has edited scores more. Kate also co-wrote a feature-length screenplay (and starred in the ensuing film) and worked as the sports editor for NUVO newsweekly. When not writing, Kate, an IndyCar fanatic, loves to ski (she was once nationally ranked), read, craft, and ride her motorcycle. She also plays a mean game of 9-ball. Kate lives in Indianapolis with her lovely boyfriend, her brilliant daughter, and their dog.

    Dedication

    For Colin and Aidan.

    Kris Duggan

    For Heidi-bird, as always.

    Kate Shoup

    Authors Acknowledgments

    I would like to thank Maynard Webb, an early investor in Badgeville, a tech visionary, and an overall inspiring human being. You saw the opportunity for the gamification market before anyone else did. Youve been an incredible mentor and advocate for me personally. Im proud to be associated with your legacy. Many thanks goes to Kate Shoup, who was able to organize and herd the brilliant freneticism that is the Badgeville team and turn it into accessible, palatable content for readers. And Tim Chang, whos earned the right to be called the Godfather of gamification youre always a step ahead of where the market is and have always shaped my views on the where is this all going? question. In addition to believing in Badgeville and investing in our success, you are an amazing speaker and advocate for gamification. Im proud to consider you a friend and a business ally. Thanks to my parents you guys both believed in me from the beginning. Dads been an entrepreneur for a long time. And Mom, Im sure you would have backed anything that your son was going to do, but I feel fortunate that the idea I had (and you believed in) turned out to be a good one! And thanks to Leah, Colin, and Aidan: Many sacrifices are required to get a new company off the ground, particularly one thats grown as fast as Badgeville in the last two and a half years. Its meant a lot of early mornings and late nights, not to mention all the travel. Amidst all the success, Ive cherished making it home for dinner as many nights as I can, and catching the kids baseball games.

    Kris Duggan

    Although much of any writers day is spent alone, desperately pulling words from the ether, no book could be completed without a team of very smart people and this book is no exception. Indeed, I have many people to thank for their considerable efforts.

    First, thanks to Kris Duggan, gamification expert extraordinaire. I simply would not have been given the opportunity to write this book were it not for Kris. In addition to Kris, several other Badgeville folks were extraordinarily helpful with this project. They include Chris Lynch, who, in addition to fielding countless questions throughout the writing process, possesses exceptional beer pong skills; Sam Chou and Joseph Dang, who prevented my suicide by agreeing to help me run down permissions for the various images used in this book; Lily Alvarez, for helping me gather several of said images; Jenny Berthiaume, who graciously gave me the keys to the kingdom of Badgevilles internal documentation; Tony Ventrice, for his extensive input on the subject of gamification in general and frameworks in particular, as well as for his efforts as a tech editor; Anita Flad, for making the necessary arrangements for me to hang in the Badgeville offices for a spell; Adena DeMonte, for her help with the final chapter in the book; and Havy Nguyen, Steve Sims, Tim Piatenko, Chris Duskin, Caroline Dangson, Paul Reeves, and Robin Krieglstein, for their willingness to share their extensive knowledge on various facets of gamification. Really, you guys rock!

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