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For the Win, Revised and Updated Edition - The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact (Paperback, 2nd ed.) Loot Price: R425
Discovery Miles 4 250
You Save: R33 (7%)
For the Win, Revised and Updated Edition - The Power of Gamification and Game Thinking in Business, Education, Government, and...

For the Win, Revised and Updated Edition - The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact (Paperback, 2nd ed.)

Kevin Werbach, Dan Hunter

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List price R458 Loot Price R425 Discovery Miles 4 250 You Save R33 (7%)

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"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION...."-Daniel H. Pink, Author, Drive Why can't life-and business-be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works-and what not to do. Discover the successes-and failures-of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash. The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.

General

Imprint: Wharton Digital Press
Country of origin: United States
Release date: November 2020
First published: 2021
Authors: Kevin Werbach • Dan Hunter
Dimensions: 216 x 140 x 12mm (L x W x T)
Format: Paperback - Trade
Pages: 152
Edition: 2nd ed.
ISBN-13: 978-1-61363-105-8
Categories: Books > Business & Economics > Business & management > Management & management techniques > General
Books > Business & Economics > Business & management > Sales & marketing > Customer services
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LSN: 1-61363-105-7
Barcode: 9781613631058

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