Gamify: How Gamification Motivates People to Do Extraordinary Things

Gamify: How Gamification Motivates People to Do Extraordinary Things

by Biran Burke

Hardcover

$24.99 $26.95 Save 7% Current price is $24.99, Original price is $26.95. You Save 7%.
View All Available Formats & Editions
Choose Expedited Shipping at checkout for guaranteed delivery by Tuesday, March 26

Product Details

ISBN-13: 9781937134853
Publisher: Taylor & Francis
Publication date: 04/08/2014
Pages: 192
Sales rank: 666,752
Product dimensions: 5.70(w) x 8.60(h) x 0.90(d)

About the Author


Brian Burke is a Research Vice President at Gartner, covering enterprise architecture for the past 15 years. He has also been leading research on the emerging gamification trend for the past three years. As an expert in enterprise architecture, he has worked for decades on understanding disruptive technology trends and their implications for business. He currently leads research in business outcome-driven enterprise architecture and his groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both the public and private sectors. He is also a prominent researcher and speaker in the areas of gamification, IT strategy, IT organizational structures and business/IT alignment.

Mr. Burke has a broad and diverse background in technology and strategy, having more than 25 years of experience in the industry. He joined Gartner in April 2005 with the acquisition of Meta Group, where he worked for the previous seven years. Prior to that, he held senior management positions with responsibility for the development of IT strategy and architecture and the implementation of emerging technologies, including Internet, knowledge management, data warehouse, groupware, client/server and LAN/desktop technology.

Table of Contents

Acknowledgments ix

Introduction: Gamification: Beyond the Hype 1

Part I The Value of Gamification: Engaging the Crowd

1 Motivation: The Gamification Endgame 15

2 Give Meaning to Players 25

3 Changing Behavior One Step at a Time 39

4 Using Gamification to Develop Skills 59

5 Using Gamification to Drive Innovation 75

Part II Designing a Gamified Player Experience

6 Player-Centric Design 89

7 Designing a Gamified Solution 109

8 Common Design Pitfalls 127

9 Managing for Success 139

10 Gamification 2020: What the Future Holds 151

Notes 163

References 169

Index 175

About the Author 182

Customer Reviews

Most Helpful Customer Reviews

See All Customer Reviews