Publisher: O'Reilly Media
Final Release Date: August 2011
Pages: 208
What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers. This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.
Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.
- Discover the motivational framework game designers use to segment and engage consumers
- Understand core game mechanics such as points, badges, levels, challenges, and leaderboards
- Engage your consumers with reward structures, positive reinforcement, and feedback loops
- Combine game mechanics with social interaction for activities such as collecting, gifting, heroism, and status
- Dive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and Zynga
- Get the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville
"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
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Chapter 1 Foundations -
The Fun Quotient -
The Evolution of Loyalty -
Status at the Wheel -
The House Always Wins -
Chapter 2 Player Motivation -
Powerful Human Motivators -
Why People Play -
Player Types -
Social Games -
Intrinsic versus Extrinsic Motivation -
Progression to Mastery -
Motivational Moment: Be the Sherpa -
Chapter 3 Game Mechanics: Designing for Engagement (Part I) -
MDA Framework -
Game Mechanics -
Points -
Levels -
Leaderboards -
Chapter 4 Game Mechanics: Designing for Engagement (Part II) -
Badges -
Onboarding -
Challenges and Quests -
Social Engagement Loops -
Customization -
Gaming the System -
Agile and Gamification Design -
Empty Bar Problem: Foursquare -
Dashboards -
Chapter 5 Game Mechanics and Dynamics in Greater Depth -
Feedback and Reinforcement -
Game Mechanics in Depth -
Putting It Together -
Chapter 6 Gamification Case Studies -
Nike Plus: Making Fitness Fun -
Gamify Questions—or Answers -
Health Month -
Conclusion -
Chapter 7 Tutorial: Coding Basic Game Mechanics -
Planning a Gamification Makeover -
A System for Tracking Scores and Levels -
Badges -
Displaying Player Scores and Levels on the Site -
The Trophy Case -
Summary -
Chapter 8 Tutorial: Using an Instant Gamification Platform -
Game On -
Critical Elements of an Online Rewards Experience -
Planning a Rewards Project -
Developing a Rewards Program -
Analytics -
The Game’s Just Beginning -
Colophon |
- Title:
- Gamification by Design
- By:
- Gabe Zichermann, Christopher Cunningham
- Publisher:
- O'Reilly Media
- Formats:
-
- Print:
- August 2011
- Pages:
- 208
- Print ISBN:
- 978-1-4493-9767-8
- | ISBN 10:
- 1-4493-9767-0
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Gabe Zichermann Gabe Zichermann is an author, public speaker, serial entrepreneur, and the foremost expert on the subject of gamification. His book, Game-Based Marketing (Wiley, 4/2010) has achieved critical and industry acclaim for its detailed look at innovators who blend the power of games with brand strategy. Zichermann is also the author of the Gamification Blog at http://gamification.co and chair of the Gamification Summit and Workshops. View Gabe Zichermann's full profile page. -
Christopher Cunningham Christopher Cunningham is a software architect and developer who helped found ChroniQL, an early gamification solution; beamME, a mobile social application; and TrekMail, a breakthrough mobile email/text application. Christopher has deep expertise with agile development processes and distributed team management. View Christopher Cunningham's full profile page. |
Colophon The animal on the cover of Gamification by Design is the rhesus monkey (Macacamulatta), a member of the macaque family. These animals are highly social, living ingroups of 20 to 200 individuals where the female to male ratio can be as high as 4:1.In addition to this disparity, each gender has a separate hierarchy system within thegroup. Males—as in other animal species—gain dominance by age and experience,and young or defeated males are often driven away. In contrast, female rhesus monkeyshave a stable matrilineal structure, wherein females inherit their rank from theirmother. Even more uniquely in rhesus culture, younger daughters will also outranktheir older sisters, likely because they are more fertile.Rhesus monkeys have gray or brown fur and hairless pink faces, which are capableof displaying a large range of expressions. On average, their tails are 8–9 inches long,and they weigh 12–17 pounds. Native to South Asia and India, rhesus monkeys livein a wide range of terrain and altitudes, such as grassland, forests, and mountainousregions. They are most active during the day, and can be found in the trees, on theground, or even swimming.Fruit is the primary staple of their diet, but these monkeys also eat insects, seeds, andother plant matter. They are very adaptable, and have become notorious for stealingfood (and other nonedible items that catch their interest) from urban areas.Due to their large population and physiological similarity to humans, rhesus monkeysare often used in scientific research. Infant rhesus monkeys were test subjectsin psychologist Harry Harlow’s surrogate mother experiment, which studied the rolethat the mother-child bond (or lack thereof) has on development. In 1959, a rhesusmonkey named Able earned the distinction of being one of the first two living beingsto successfully return from outer space (the other was Miss Baker, a squirrel monkey onthe same NASA mission). Able was preserved after his death, and is on display in theSmithsonian National Air and Space Museum. |
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Table of Contents
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Product Details
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About the Author
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Colophon
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Customer Reviews
3/28/2014 4.0Engaging the App's End Users By @ederandresan from Paipa, Boyacá, Colombia - Concise
- Easy to understand
- Well-written
- Intermediate
- Novice
- Student
7/30/2012 5.0excellent book with ton of gamification By MayankM from Menlo Park, CA About Me Developer, Maker - Easy to understand
- Helpful examples
- Well-written
6/26/2011 (1 of 1 customers found this review helpful) By Alexei from Moscow, Russia - Accurate
- Easy to understand
- Helpful examples
- Well-written
5/2/2011 (7 of 7 customers found this review helpful) 4.0Good Introduction to Gamification By Rob from Brisbane, Australia - Accurate
- Concise
- Easy to understand
- Helpful examples
- Well-written
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