LEADER 00000nim a22004935a 4500 003 MWT 005 20191125090008.0 006 m o h 007 sz zunnnnnuned 007 cr nnannnuuuua 008 150701s2014 xxunnn es i n eng d 020 9781469059433 (sound recording : hoopla Audio Book) 020 1469059436 (sound recording : hoopla Audio Book) 029 https://d2snwnmzyr8jue.cloudfront.net/ gil_9781469059433_180.jpeg 028 42 MWT11373530 037 11373530|bMidwest Tape, LLC|nhttp://www.midwesttapes.com 040 Midwest|erda 082 00 658.3/14|223 099 eAudiobook hoopla 099 eAudiobook hoopla 100 1 Burke, Brian,|d1959-|eauthor. 245 10 Gamify :|bhow gamification motivates people to do extraordinary things|h[Hoopla electronic resource] / |cBrian Burke (Gartner, Inc.). 250 Unabridged. 264 1 [United States] :|bGildan Audio,|c2014. 264 2 |bMade available through hoopla 300 1 online resource (1 audio file (5hr., 15 min.)) : |bdigital. 336 spoken word|bspw|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 344 digital|hdigital recording|2rda 347 data file|2rda 506 Digital content provided by hoopla. 511 1 Read by Steven Menasche. 520 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 audiobook 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 key to gamification success is to engage people on an emotional level and motivating them to achieve their goals. 538 Mode of access: World Wide Web. 650 0 Employee motivation. 650 0 Motivation (Psychology) 650 0 Games|xPsychological aspects. 650 0 Organizational behavior. 650 0 Gamification. 700 1 Menasche, Steven. 710 2 hoopla digital. 856 40 |uhttps://www.hoopladigital.com/title/ 11373530?utm_source=MARC|zInstantly available on hoopla. 856 42 |zCover image|uhttps://d2snwnmzyr8jue.cloudfront.net/ gil_9781469059433_180.jpeg