In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game- makers need not be the only ones benefiting from game design. Werbach and. Read “For the Win How Game Thinking Can Revolutionize Your Business” by Kevin Werbach with Rakuten Kobo. Take your business to the next level-for the. For the Win by Kevin Werbach, , available at Book Depository with free delivery worldwide.

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Ma note de lecture en Applications gamification has become trendy in the last few years. Beyond Points, Badges and Leaderboards. For the Win by Kevin Werbach. He is also the founder of the Supernova Group, a technology analysis and consulting firm. They are kevjn two types: In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems.

A good starter book on the subject before delving into deeper applications.

View all 13 comments. Learn more about Amazon Prime. You submitted the following eerbach and review. Apps have changed the way we communicate, shop, play, interact and travel, and their phenomenal popularity has presented possibly the biggest business opportunity in history.

Apply intrinsic motivators, but extrinsic mechanisms can be necessary as fallback e. For that audience it’s probably more like a star book. Amazon Music Stream millions of songs.


The authors explain a 5-step tje process which can give a gamification project the best chance of being effective. There were a lot of great insights into game thinking, but it was bogged down by a lot of cautions and warnings though they were valid.

However, when it comes to my team members learning, I trust that they want to learn what they need fod know to hit their goals and that I don’t need to create games.

For the Win by Kevin Werbach

For The Win will also help you and your staff select a competent gamification and motivation partner. For The Win is a must read for anyone interested in the emerging field of Gamification.

For The Win is written in an approachable, thhe tone and maintains a fun feel throughout. It must be fun – if users think your system is fun, they are more likely to come back. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. An introduction It talks about three non-game contexts: The risks involved can never be eliminated, but they can be understood, anticipated, and mitigated.

Despite the nerd title this concise work is a serious high-level design guide.


The advice is about as vague as: I may be biased against business oriented books. The authors aren’t blind to criticisms of gamificationand caution against using it callously.

More from the same Author The Gamification Toolkit. The co-author of For the Win: Don’t have a Kindle? DON’T forget the fun. He regularly publishes on issues dealing with the intersection of computers and law, including articles dealing with the regulation of virtual worlds and video games, as well as high-technology aspects of intellectual property. Organizations are facing an engagement crisis. It also kvin a practical step by step implementation of gamification in any setting, this by itself is worth the buy.

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Just another piece of business jargon to add to your arsenal or a useful tool? Are your target activities sufficiently interesting? Researchers have found that MM online games handled virtual goods in the same way as standard marketing concepts, as segmentation, differentiation, exploitation of cognitive biases, etc.

This is his fifth book.