Press start using gamification to power-up your marketing

Intro -- Title Page -- Copyright Page -- Contents -- Introduction -- Why read this book? -- Why listen to us? -- Who is this book for? -- Lastly, three quick caveats -- Section 1: Theory -- Chapter 1: What is gamification? -- Asking the experts: 'What is gamification?' -- Before we begin:...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Griffin, Daniel (VerfasserIn), Meer, Albert van der (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: London ; Oxford ; New York ; New Delhi ; Sydney Bloomsbury Business [2019]
Schlagworte:
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Beschreibung
Zusammenfassung:Intro -- Title Page -- Copyright Page -- Contents -- Introduction -- Why read this book? -- Why listen to us? -- Who is this book for? -- Lastly, three quick caveats -- Section 1: Theory -- Chapter 1: What is gamification? -- Asking the experts: 'What is gamification?' -- Before we begin: What is a game? -- Warning: When a game isn't a game -- What are game elements? -- What is game design? -- What are non-game contexts? -- What isn't gamification? -- Finally, what is gamification then? -- Summary: Chapter 1 -- Chapter 2: The rise of games -- The dawn of games -- The changing landscape of games and gamers -- Summary: Chapter 2 -- Chapter 3: The power behind games -- Control, structure and escapism -- Knowledge as an immersive hook -- Community and self-empowerment for your customers -- Communities and communal narratives for your brand -- Summary: Chapter 3 -- Chapter 4: The biology of motivation -- Are you smarter than a rat? -- Are you smarter than a dog? -- Are you smarter than yesterday? -- We're all obsessive, in some form -- You versus the wizard -- Dopamine and gamification -- Summary: Chapter 4 -- Chapter 5: The evolution of human needs -- Understanding our basic motivators -- Physiological needs -- Safety and shelter -- Intimacy -- We are still animals at heart -- Greater than their sum: Community motivators -- Give and take: Socio-economic motivators -- Expectancy theory -- The endowment effect -- The missing piece -- Summary: Chapter 5 -- Chapter 6: Motivation in a developed world -- Motivation and Maslow's hierarchy of needs -- Making self-actualisation less 'fluffy' -- Connecting drives, habits and rewards -- Linking to marketing-gamification -- Summary: Chapter 6 -- Section 2: Tools -- Chapter 7: Building your tower - The staircase of Purpose -- What is purpose in gamification? How does it motivate? -- One step at a time.
Beschreibung:ix, 278 Seiten Illustrationen, Diagramme
ISBN:9781472970510