For the Win, Revised and Updated Edition : : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact / / Dan Hunter, Kevin Werbach.

"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, DriveWhy 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 t...

Full description

Saved in:
Bibliographic Details
Superior document:Title is part of eBook package: De Gruyter University of Pennsylvania Complete eBook-Package 2021
VerfasserIn:
Place / Publishing House:Philadelphia : : University of Pennsylvania Press, , [2020]
©2020
Year of Publication:2020
Language:English
Online Access:
Physical Description:1 online resource (152 p.)
Tags: Add Tag
No Tags, Be the first to tag this record!
id 9781613631041
ctrlnum (DE-B1597)638076
collection bib_alma
record_format marc
spelling Werbach, Kevin, author. aut http://id.loc.gov/vocabulary/relators/aut
For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact / Dan Hunter, Kevin Werbach.
Philadelphia : University of Pennsylvania Press, [2020]
©2020
1 online resource (152 p.)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
Frontmatter -- Contents -- Introduction: Why Can’t Life Be Fun? -- Level 1 Getting into the Game: An Introduction to Gamification -- Level 2 Game Thinking: Learning to Think Like a Game Designer -- Level 3 Why Games Work: The Rules of Motivation -- Level 4 The Gamification Toolkit: Game Elements -- Level 5 Game Changer: Six Steps to Gamification -- Level 6 Epic Fails: And How to Avoid Them -- Endgame: In Conclusion -- Acknowledgments -- Glossary -- Additional Resources -- Index -- About the Authors -- About Wharton School Press -- About the Wharton School
restricted access http://purl.org/coar/access_right/c_16ec online access with authorization star
"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, DriveWhy 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.
Mode of access: Internet via World Wide Web.
In English.
Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023)
Games Psychological aspects.
Gamification.
Incentives in industry.
Marketing Social aspects.
Success in business.
BUSINESS & ECONOMICS / Management. bisacsh
customer engagement.
gamification.
human motivation.
human resources.
incentives in industry.
innovation.
management.
marketing.
productivity enhancement.
psychology.
success in business.
Hunter, Dan, author. aut http://id.loc.gov/vocabulary/relators/aut
Title is part of eBook package: De Gruyter University of Pennsylvania Complete eBook-Package 2021 9783110739213
https://doi.org/10.9783/9781613631041?locatt=mode:legacy
https://www.degruyter.com/isbn/9781613631041
Cover https://www.degruyter.com/document/cover/isbn/9781613631041/original
language English
format eBook
author Werbach, Kevin,
Werbach, Kevin,
Hunter, Dan,
spellingShingle Werbach, Kevin,
Werbach, Kevin,
Hunter, Dan,
For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact /
Frontmatter --
Contents --
Introduction: Why Can’t Life Be Fun? --
Level 1 Getting into the Game: An Introduction to Gamification --
Level 2 Game Thinking: Learning to Think Like a Game Designer --
Level 3 Why Games Work: The Rules of Motivation --
Level 4 The Gamification Toolkit: Game Elements --
Level 5 Game Changer: Six Steps to Gamification --
Level 6 Epic Fails: And How to Avoid Them --
Endgame: In Conclusion --
Acknowledgments --
Glossary --
Additional Resources --
Index --
About the Authors --
About Wharton School Press --
About the Wharton School
author_facet Werbach, Kevin,
Werbach, Kevin,
Hunter, Dan,
Hunter, Dan,
Hunter, Dan,
author_variant k w kw
k w kw
d h dh
author_role VerfasserIn
VerfasserIn
VerfasserIn
author2 Hunter, Dan,
Hunter, Dan,
author2_variant d h dh
author2_role VerfasserIn
VerfasserIn
author_sort Werbach, Kevin,
title For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact /
title_sub The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact /
title_full For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact / Dan Hunter, Kevin Werbach.
title_fullStr For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact / Dan Hunter, Kevin Werbach.
title_full_unstemmed For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact / Dan Hunter, Kevin Werbach.
title_auth For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact /
title_alt Frontmatter --
Contents --
Introduction: Why Can’t Life Be Fun? --
Level 1 Getting into the Game: An Introduction to Gamification --
Level 2 Game Thinking: Learning to Think Like a Game Designer --
Level 3 Why Games Work: The Rules of Motivation --
Level 4 The Gamification Toolkit: Game Elements --
Level 5 Game Changer: Six Steps to Gamification --
Level 6 Epic Fails: And How to Avoid Them --
Endgame: In Conclusion --
Acknowledgments --
Glossary --
Additional Resources --
Index --
About the Authors --
About Wharton School Press --
About the Wharton School
title_new For the Win, Revised and Updated Edition :
title_sort for the win, revised and updated edition : the power of gamification and game thinking in business, education, government, and social impact /
publisher University of Pennsylvania Press,
publishDate 2020
physical 1 online resource (152 p.)
contents Frontmatter --
Contents --
Introduction: Why Can’t Life Be Fun? --
Level 1 Getting into the Game: An Introduction to Gamification --
Level 2 Game Thinking: Learning to Think Like a Game Designer --
Level 3 Why Games Work: The Rules of Motivation --
Level 4 The Gamification Toolkit: Game Elements --
Level 5 Game Changer: Six Steps to Gamification --
Level 6 Epic Fails: And How to Avoid Them --
Endgame: In Conclusion --
Acknowledgments --
Glossary --
Additional Resources --
Index --
About the Authors --
About Wharton School Press --
About the Wharton School
isbn 9781613631041
9783110739213
callnumber-first H - Social Science
callnumber-subject HF - Commerce
callnumber-label HF5415
callnumber-sort HF 45415.12615 W47 42020
url https://doi.org/10.9783/9781613631041?locatt=mode:legacy
https://www.degruyter.com/isbn/9781613631041
https://www.degruyter.com/document/cover/isbn/9781613631041/original
illustrated Not Illustrated
dewey-hundreds 600 - Technology
dewey-tens 650 - Management & public relations
dewey-ones 650 - Management & auxiliary services
dewey-full 650.1
dewey-sort 3650.1
dewey-raw 650.1
dewey-search 650.1
doi_str_mv 10.9783/9781613631041?locatt=mode:legacy
work_keys_str_mv AT werbachkevin forthewinrevisedandupdatededitionthepowerofgamificationandgamethinkinginbusinesseducationgovernmentandsocialimpact
AT hunterdan forthewinrevisedandupdatededitionthepowerofgamificationandgamethinkinginbusinesseducationgovernmentandsocialimpact
status_str n
ids_txt_mv (DE-B1597)638076
carrierType_str_mv cr
hierarchy_parent_title Title is part of eBook package: De Gruyter University of Pennsylvania Complete eBook-Package 2021
is_hierarchy_title For the Win, Revised and Updated Edition : The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact /
container_title Title is part of eBook package: De Gruyter University of Pennsylvania Complete eBook-Package 2021
author2_original_writing_str_mv noLinkedField
noLinkedField
_version_ 1806143994948747264
fullrecord <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>05594nam a22008775i 4500</leader><controlfield tag="001">9781613631041</controlfield><controlfield tag="003">DE-B1597</controlfield><controlfield tag="005">20230228123812.0</controlfield><controlfield tag="006">m|||||o||d||||||||</controlfield><controlfield tag="007">cr || ||||||||</controlfield><controlfield tag="008">230228t20202020pau fo d z eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781613631041</subfield></datafield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.9783/9781613631041</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-B1597)638076</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-B1597</subfield><subfield code="b">eng</subfield><subfield code="c">DE-B1597</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">pau</subfield><subfield code="c">US-PA</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">HF5415.12615</subfield><subfield code="b">.W47 2020</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">BUS041000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="0" ind2="4"><subfield code="a">650.1</subfield><subfield code="2">23</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Werbach, Kevin, </subfield><subfield code="e">author.</subfield><subfield code="4">aut</subfield><subfield code="4">http://id.loc.gov/vocabulary/relators/aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">For the Win, Revised and Updated Edition :</subfield><subfield code="b">The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact /</subfield><subfield code="c">Dan Hunter, Kevin Werbach.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Philadelphia : </subfield><subfield code="b">University of Pennsylvania Press, </subfield><subfield code="c">[2020]</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2020</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (152 p.)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="347" ind1=" " ind2=" "><subfield code="a">text file</subfield><subfield code="b">PDF</subfield><subfield code="2">rda</subfield></datafield><datafield tag="505" ind1="0" ind2="0"><subfield code="t">Frontmatter -- </subfield><subfield code="t">Contents -- </subfield><subfield code="t">Introduction: Why Can’t Life Be Fun? -- </subfield><subfield code="t">Level 1 Getting into the Game: An Introduction to Gamification -- </subfield><subfield code="t">Level 2 Game Thinking: Learning to Think Like a Game Designer -- </subfield><subfield code="t">Level 3 Why Games Work: The Rules of Motivation -- </subfield><subfield code="t">Level 4 The Gamification Toolkit: Game Elements -- </subfield><subfield code="t">Level 5 Game Changer: Six Steps to Gamification -- </subfield><subfield code="t">Level 6 Epic Fails: And How to Avoid Them -- </subfield><subfield code="t">Endgame: In Conclusion -- </subfield><subfield code="t">Acknowledgments -- </subfield><subfield code="t">Glossary -- </subfield><subfield code="t">Additional Resources -- </subfield><subfield code="t">Index -- </subfield><subfield code="t">About the Authors -- </subfield><subfield code="t">About Wharton School Press -- </subfield><subfield code="t">About the Wharton School</subfield></datafield><datafield tag="506" ind1="0" ind2=" "><subfield code="a">restricted access</subfield><subfield code="u">http://purl.org/coar/access_right/c_16ec</subfield><subfield code="f">online access with authorization</subfield><subfield code="2">star</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, DriveWhy 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.</subfield></datafield><datafield tag="538" ind1=" " ind2=" "><subfield code="a">Mode of access: Internet via World Wide Web.</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">In English.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023)</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Games</subfield><subfield code="x">Psychological aspects.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Gamification.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Incentives in industry.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Marketing</subfield><subfield code="x">Social aspects.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Success in business.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">BUSINESS &amp; ECONOMICS / Management.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">customer engagement.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">gamification.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">human motivation.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">human resources.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">incentives in industry.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">innovation.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">management.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">marketing.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">productivity enhancement.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">psychology.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">success in business.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Hunter, Dan, </subfield><subfield code="e">author.</subfield><subfield code="4">aut</subfield><subfield code="4">http://id.loc.gov/vocabulary/relators/aut</subfield></datafield><datafield tag="773" ind1="0" ind2="8"><subfield code="i">Title is part of eBook package:</subfield><subfield code="d">De Gruyter</subfield><subfield code="t">University of Pennsylvania Complete eBook-Package 2021</subfield><subfield code="z">9783110739213</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">https://doi.org/10.9783/9781613631041?locatt=mode:legacy</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">https://www.degruyter.com/isbn/9781613631041</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="3">Cover</subfield><subfield code="u">https://www.degruyter.com/document/cover/isbn/9781613631041/original</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">978-3-11-073921-3 University of Pennsylvania Complete eBook-Package 2021</subfield><subfield code="b">2021</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_BACKALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_CL_LAEC</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_EBACKALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_EBKALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_ECL_LAEC</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_EEBKALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_ESSHALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_ESTMALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_PPALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_SSHALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">EBA_STMALL</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">GBV-deGruyter-alles</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">PDA11SSHE</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">PDA12STME</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">PDA13ENGE</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">PDA17SSHEE</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">PDA18STMEE</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">PDA5EBK</subfield></datafield></record></collection>