- Hardcover: 192 pages
- Publisher: Routledge; 1 edition (1 May 2014)
- Language: English
- ISBN-10: 1937134857
- ISBN-13: 978-1937134853
- Product Dimensions: 12.7 x 1.9 x 20.3 cm
- Average Customer Review: 1 customer review
- Amazon Bestsellers Rank: #1,35,492 in Books (See Top 100 in Books)
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Gamify: How Gamification Motivates People to Do Extraordinary Things Hardcover – 1 May 2014
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"Burke is one of the leading experts and biggest thinkers in the enterprise gamification space. Gamify is a book every CEO must read to gain an understanding of what the future holds with these exciting and powerful techniques." -- Gabe Zichermann, founder & CEO of Dopamine and Gamification Co "A gamification game changer! Brian Burke has done what few in the field have ever done before. He's brought depth, humanity, and real purpose to the subject of gamification. A great read, an invaluable tool, and a superb read from an insightful man." -- Kevin Allen, chairman and founder of Planet Jockey and best-selling author of The Hidden Agenda: A Proven Way to Win Business and Create a Following "In Gamify: How Gamification Motivates People to Do Extraordinary Things, Burke draws on Gartner's proven research methodology and unique access to a broad swath of enterprise managers, thought leaders, top analysts, and vendors to provide an objective view of what is happening in gamification. Burke cuts through the hype surrounding this important nascent technology to provide unbiased and practical analysis and advice to businesses and public sector organizations. One of the key strengths of the book is the sheer number of examples and mini-case studies that Burke provides. For any person who wants to know more about gamification and whether it is relevant to their situation, Gamify is the first book they should reach for." -- Carter Lusher, independent observer of disruptive technology trends and former analyst focused on gamification "Gamify provides valuable information about what to consider in projects so as to deliver effective solutions for our players. It lays out key concepts for proper player-centric design to make your project a success, allowing you to get closer to being one of the 20% of projects that work, instead of the 80 % that do not." -- Sergio Jimenez, creator of Gamification Model Canvas, founder of Game On! Lab, and co-founder of Gamification World Congress
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.
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Most helpful customer reviews on Amazon.com
If you think that Gamification was a fad of the early 2000’s, you’re wrong. In the upcoming ‘Age of Big Data’ it might hold the key to digital marketing success and failure. Gamify: How Gamification Motivates People to Do Extraordinary Things, by Brian Burke of Gartner, provides a must-have foundation in gamification for every digital marker.
The book introduces gamification, game mechanics and experience design. When the book was released in 2014, these topics had little to do with digital marketing.
In the two years since its publication, however, its become more relevant to marketers than ever. According to research by The Economist Intelligence Unit (EIU), 86 percent of marketers will own customer experience by 2020. According to the study, the top channels to the customer will be social media, mobile apps and the web. This means that ill-prepared marketers need to understand these environments better than traditional marketing channels and evolve with them.
Read a full review here: [...]
It also gives you an idea on how to put it into practice on the business side.