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The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition [Anglais] [Relié]

Gabe Zichermann , Joselin Linder

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Description de l'ouvrage

1 mai 2013



Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioraleconomics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty.

With The Gamification Revolution you'll learn how top companies:

  • Recruit and retain the best talent from the gamer generation and beyond
  • Train employees and drive excellence with noncash incentives
  • Cut through the market noise and ignite consumer sales growth
  • Generate unprecedented customer loyalty without breaking the bank

Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business.

As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup.

You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to yourspecific needs.

It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid.

If you're going to play the game, this is how you play it. To win.

Praise for The Gamification Revolution:

"For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, andauthor of the New York Times bestseller By Invitation Only

"In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The GamificationRevolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU

"From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helpedthe Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute

"Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor

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The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition + For the Win: How Game Thinking Can Revolutionize Your Business
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Descriptions du produit

Biographie de l'auteur

Gabe Zichermann is CEO of Gamification Co and Dopamine and is considered the world's foremost expert on designing engagement strategies for customers and employees.

Joselin Linder coauthored the acclaimed Game-Based Marketing with Gabe Zichermann. She is a writer/contributor to NPR's This American Life and Morning Edition, AOL, and

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Couverture | Copyright | Table des matières | Extrait | Index
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Commentaires en ligne 

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Commentaires client les plus utiles sur (beta) 4.2 étoiles sur 5  34 commentaires
6 internautes sur 6 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 A brief introduction to the topic but it lacks in-depth analysis. 28 janvier 2014
Par Wing C. Lau - Publié sur
There are some basic definitions about gamificaiton. The book discusses the impact of gamification through short (and sometimes repetitive) cases at 3 levels: corporate, employee and customer. IMO, most of the cases were discussed at a superficial level with limited descriptions. DO NOT expect details of how the gamificaiton principles were implemented in most cases (just the results suggesting that it worked).

Some basic definitions and principles on gamification and engagement.

Corporate level:
Cases of using gamification principles for business strategy
Cases for the strategizing process

Employee level:
Cases for motivating employees (rank and file vs. professional staff)
cases for employee-led innovations
cases for the recruitment process
cases for employee health and fitness trainings

Customer level:
Social marketing
Sustaining long-term customer engagements

Nonetheless, I have some reservations about all the really short 5 stars reviews submitted in early April 2013. Someone suggests that they are part of an early reviewer programme (is that also part of the game!!).
3 internautes sur 3 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Too generic 30 juin 2013
Par Manolo Alvarez - Publié sur
Format:Format Kindle|Achat vérifié
It started out well but the author spend too much time in generic themes. I feel that more specific info is needed to take the book to the next level.
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 There's got to be more to it than just games, but still a strong argument for why games are more than just fun 28 avril 2013
Par T. Sales - Publié sur
Format:Relié|Achat vérifié
While the author is the CEO of a gaming company and could focus strictly on the game mechanics, he spends a lot of time in his book exploring the reasons people (especially young ones who love games) may be finding it more difficult to engage and stay motivated in their daily pursuits at work, at home and even in the car to and from. It's because we are barraged from all directions and our many devices and forced to pick and choose between what to pay attention to.

From that point he makes perhaps too big a jump to observe that Millennials are like that because they've grown up playing video and other kinds of games, and--because of that--there's no other way they can really be engaged. And because they are the focal point and rising leaders in our organizations, the rest of us will be forced to get interested in gaming as well. This is an interesting way to think about how ways of working, being entertained, getting involved and getting promoted transition between generations, and the authors make a great case for it.

I decided to read this book because I'm very focused on engaging employees in my organization by whatever means possible. We have a cross-section of employees from young to old, and we just recently brought them together into 5-person teams to talk about the way they think about engaging their customers to buy our products and services. It was an eye-opening experience to see how people like to engage each other and to share their expertise. Back on their jobs these same employees are basically isolated in our stores, so we are looking for ways to continue the in-person sharing of ideas we just observed close-up with a social media design for getting them to post original ideas and videos and to review and discuss each other's ideas. My model for wanting to do this has been this Amazon platform we're all using to post reviews, which uses points, leaderboards, the ability to judge helpfulness and comment. Surprisingly, Zicherman doesn't mention Amazon as one of his examples--probably because there are better game-like examples. But this approach seems like the one to take after he explains how players are motivated by game mechanics.

I really liked the way he described how game mechanics made companies like eBay, Nike and Instagram successful, and how websites like Wikipedia had better start engaging contributors in more dynamic ways if they are to stay interested.

I think there's more to it than just games that explains how our generations differ, but still, he's right that something has to make our brands and our employee and customer engagement strategies stand out from the "desperate" attempts companies are making to draw attention to themselves. While Zicherman may overdo it with the number of cases he uses through the book, he explains from many different angles why games are a serious way to get attention. For me, this book will provide more than just the general idea that games could engage our employees and customers ... it will help to construct the system that should make it really work. At least until the inevitable time when people get bored and we realize something more is needed to make it fun.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Most relevant business book of the year 21 juillet 2013
Par cyrus johnson - Publié sur
Format:Relié|Achat vérifié
Filled with so many real world examples you can't help but say "aha!"! and smile. Gamification is all around us and is only going to become more prevalent. No more one way marketing and talking heads. There is now a way to not only pull customers into the conversation but get them to spread the word in a fun and engaging manner. Reading this book is not about staying ahead of the curve, it's about not getting run over. Do yourself a favor and give it a read.
1 internautes sur 1 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 This is must read for business leaders. It should open your eyes. 24 juin 2013
Par Reg Nordman - Publié sur
This book is valuable at two levels. First as an aware consumer we all need to learn how games are being used in so many facets of business to get our attention. The second level is as professionals we need to learn how to use games to increase employee engagement, learning, satisfaction and development. This book delivers both of these. Check out their interactive website at I have read a few earlier books on the topic and many more articles on how to build gaming into business processes. This book pulls much of current thought together. It does not get into how to build the games, but it is a very good resource at the business strategy level. (I see gamification as being very useful at a public and private level). This is must read for business leaders. It should open your eyes.
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