Press start: using gamification to power-up your marketing
Intro -- Title Page -- Copyright Page -- Contents -- Introduction -- Why read this book? -- Why listen to us? -- Who is this book for? -- Lastly, three quick caveats -- Section 1: Theory -- Chapter 1: What is gamification? -- Asking the experts: 'What is gamification?' -- Before we begin:...
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London ; Oxford ; New York ; New Delhi ; Sydney
Bloomsbury Business
[2019]
|
Schlagworte: | |
Zusammenfassung: | Intro -- Title Page -- Copyright Page -- Contents -- Introduction -- Why read this book? -- Why listen to us? -- Who is this book for? -- Lastly, three quick caveats -- Section 1: Theory -- Chapter 1: What is gamification? -- Asking the experts: 'What is gamification?' -- Before we begin: What is a game? -- Warning: When a game isn't a game -- What are game elements? -- What is game design? -- What are non-game contexts? -- What isn't gamification? -- Finally, what is gamification then? -- Summary: Chapter 1 -- Chapter 2: The rise of games -- The dawn of games -- The changing landscape of games and gamers -- Summary: Chapter 2 -- Chapter 3: The power behind games -- Control, structure and escapism -- Knowledge as an immersive hook -- Community and self-empowerment for your customers -- Communities and communal narratives for your brand -- Summary: Chapter 3 -- Chapter 4: The biology of motivation -- Are you smarter than a rat? -- Are you smarter than a dog? -- Are you smarter than yesterday? -- We're all obsessive, in some form -- You versus the wizard -- Dopamine and gamification -- Summary: Chapter 4 -- Chapter 5: The evolution of human needs -- Understanding our basic motivators -- Physiological needs -- Safety and shelter -- Intimacy -- We are still animals at heart -- Greater than their sum: Community motivators -- Give and take: Socio-economic motivators -- Expectancy theory -- The endowment effect -- The missing piece -- Summary: Chapter 5 -- Chapter 6: Motivation in a developed world -- Motivation and Maslow's hierarchy of needs -- Making self-actualisation less 'fluffy' -- Connecting drives, habits and rewards -- Linking to marketing-gamification -- Summary: Chapter 6 -- Section 2: Tools -- Chapter 7: Building your tower - The staircase of Purpose -- What is purpose in gamification? How does it motivate? -- One step at a time. |
Beschreibung: | ix, 278 Seiten Illustrationen, Diagramme |
ISBN: | 9781472970510 |
Internformat
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520 | 3 | |a Intro -- Title Page -- Copyright Page -- Contents -- Introduction -- Why read this book? -- Why listen to us? -- Who is this book for? -- Lastly, three quick caveats -- Section 1: Theory -- Chapter 1: What is gamification? -- Asking the experts: 'What is gamification?' -- Before we begin: What is a game? -- Warning: When a game isn't a game -- What are game elements? -- What is game design? -- What are non-game contexts? -- What isn't gamification? -- Finally, what is gamification then? -- Summary: Chapter 1 -- Chapter 2: The rise of games -- The dawn of games -- The changing landscape of games and gamers -- Summary: Chapter 2 -- Chapter 3: The power behind games -- Control, structure and escapism -- Knowledge as an immersive hook -- Community and self-empowerment for your customers -- Communities and communal narratives for your brand -- Summary: Chapter 3 -- Chapter 4: The biology of motivation -- Are you smarter than a rat? -- Are you smarter than a dog? -- Are you smarter than yesterday? -- We're all obsessive, in some form -- You versus the wizard -- Dopamine and gamification -- Summary: Chapter 4 -- Chapter 5: The evolution of human needs -- Understanding our basic motivators -- Physiological needs -- Safety and shelter -- Intimacy -- We are still animals at heart -- Greater than their sum: Community motivators -- Give and take: Socio-economic motivators -- Expectancy theory -- The endowment effect -- The missing piece -- Summary: Chapter 5 -- Chapter 6: Motivation in a developed world -- Motivation and Maslow's hierarchy of needs -- Making self-actualisation less 'fluffy' -- Connecting drives, habits and rewards -- Linking to marketing-gamification -- Summary: Chapter 6 -- Section 2: Tools -- Chapter 7: Building your tower - The staircase of Purpose -- What is purpose in gamification? How does it motivate? -- One step at a time. | |
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Datensatz im Suchindex
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author | Griffin, Daniel Meer, Albert van der |
author_facet | Griffin, Daniel Meer, Albert van der |
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author_sort | Griffin, Daniel |
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building | Verbundindex |
bvnumber | BV049404325 |
classification_rvk | QP 620 QP 632 |
ctrlnum | (OCoLC)1398913587 (DE-599)BVBBV049404325 |
dewey-full | 658.8 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 658 - General management |
dewey-raw | 658.8 |
dewey-search | 658.8 |
dewey-sort | 3658.8 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
discipline_str_mv | Wirtschaftswissenschaften |
format | Book |
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institution | BVB |
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language | English |
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physical | ix, 278 Seiten Illustrationen, Diagramme |
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publisher | Bloomsbury Business |
record_format | marc |
spelling | Griffin, Daniel Verfasser aut Press start using gamification to power-up your marketing Daniel Griffin & Albert van der Meer London ; Oxford ; New York ; New Delhi ; Sydney Bloomsbury Business [2019] ix, 278 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Intro -- Title Page -- Copyright Page -- Contents -- Introduction -- Why read this book? -- Why listen to us? -- Who is this book for? -- Lastly, three quick caveats -- Section 1: Theory -- Chapter 1: What is gamification? -- Asking the experts: 'What is gamification?' -- Before we begin: What is a game? -- Warning: When a game isn't a game -- What are game elements? -- What is game design? -- What are non-game contexts? -- What isn't gamification? -- Finally, what is gamification then? -- Summary: Chapter 1 -- Chapter 2: The rise of games -- The dawn of games -- The changing landscape of games and gamers -- Summary: Chapter 2 -- Chapter 3: The power behind games -- Control, structure and escapism -- Knowledge as an immersive hook -- Community and self-empowerment for your customers -- Communities and communal narratives for your brand -- Summary: Chapter 3 -- Chapter 4: The biology of motivation -- Are you smarter than a rat? -- Are you smarter than a dog? -- Are you smarter than yesterday? -- We're all obsessive, in some form -- You versus the wizard -- Dopamine and gamification -- Summary: Chapter 4 -- Chapter 5: The evolution of human needs -- Understanding our basic motivators -- Physiological needs -- Safety and shelter -- Intimacy -- We are still animals at heart -- Greater than their sum: Community motivators -- Give and take: Socio-economic motivators -- Expectancy theory -- The endowment effect -- The missing piece -- Summary: Chapter 5 -- Chapter 6: Motivation in a developed world -- Motivation and Maslow's hierarchy of needs -- Making self-actualisation less 'fluffy' -- Connecting drives, habits and rewards -- Linking to marketing-gamification -- Summary: Chapter 6 -- Section 2: Tools -- Chapter 7: Building your tower - The staircase of Purpose -- What is purpose in gamification? How does it motivate? -- One step at a time. Electronic books Meer, Albert van der Verfasser aut Erscheint auch als Online-Ausgabe 978-1-4729-7049-7 |
spellingShingle | Griffin, Daniel Meer, Albert van der Press start using gamification to power-up your marketing |
title | Press start using gamification to power-up your marketing |
title_auth | Press start using gamification to power-up your marketing |
title_exact_search | Press start using gamification to power-up your marketing |
title_exact_search_txtP | Press start using gamification to power-up your marketing |
title_full | Press start using gamification to power-up your marketing Daniel Griffin & Albert van der Meer |
title_fullStr | Press start using gamification to power-up your marketing Daniel Griffin & Albert van der Meer |
title_full_unstemmed | Press start using gamification to power-up your marketing Daniel Griffin & Albert van der Meer |
title_short | Press start |
title_sort | press start using gamification to power up your marketing |
title_sub | using gamification to power-up your marketing |
work_keys_str_mv | AT griffindaniel pressstartusinggamificationtopowerupyourmarketing AT meeralbertvander pressstartusinggamificationtopowerupyourmarketing |