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Gamify: How Gamification Motivates People to Do

Gamify: How Gamification Motivates People to Do Extraordinary Things. Brian Burke

Gamify: How Gamification Motivates People to Do Extraordinary Things


Gamify.How.Gamification.Motivates.People.to.Do.Extraordinary.Things.pdf
ISBN: 9781937134853 | 192 pages | 5 Mb


Download Gamify: How Gamification Motivates People to Do Extraordinary Things



Gamify: How Gamification Motivates People to Do Extraordinary Things Brian Burke
Publisher: Bibliomotion Inc.



Gamify: How Gamification Motivates People to Do Extraordinary Things [Brian Burke] on Amazon.com. I went down the But in truth, after spending an evening creating a slimmer, bustier, better-made-up version of myself, the most pervasive feeling I had was not of self-abasement but of extraordinary fatigue. May 29, 2014 - I just finished reading “Gamify: How Gamification Motivates People to Do Extraordinary Things” by Brian Burke of Gartner. It was like I'd It seems silly that something essentially imaginary would motivate people—but one peek at the popularity of programs like Foursquare that allow you to gamify your own life shows that it works. Jan 15, 2013 - Do I even need to tell you what happened? *FREE* shipping on qualifying offers. Jan 10, 2012 - Gamification typically involves “applying game design thinking to non-game applications to make them more fun and engaging. Gamification Through the diligent application of points, badges, levels, reward and challenges, any brand can deliver extraordinary engagement.” Being able to design a gamified experience that talks to a broad swath of the target population requires that you think about the different motivations and motivators of your audience. To that end, we aim to create innovative, inspiring products and online services that harness the power of new technologies to make people more aware of their everyday activities and motivate them to do more”. Jun 15, 2011 - Sometimes this takes on a solipsistic angle (“I don't like Farmville, so it's bad”), and is almost always condescending to the hundreds of millions of people who engage actively with these gamified experiences.

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