Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do.
Discover the successes—and failures—of organizations that are using gamification:
● How a South Korean company called Neofect is using gamification to help people recover from strokes
● How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking
● How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash.
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Creators
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Publisher
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Release date
September 24, 2024 -
Formats
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OverDrive Listen audiobook
- ISBN: 9781663737151
- File size: 125856 KB
- Duration: 04:22:11
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Languages
- English
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