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Gamify: How Gamification Motivates People to Do Extraordinary Things100%: Brian Burke: Gamify: How Gamification Motivates People to Do Extraordinary Things (ISBN: 9798200620562) GILDAN MEDIA, auch als Hörbuch.
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Gamify: How Gamification Motivates People to Do Extraordinary Things (Unabridged)100%: Brian Burke, Steven Menasche: Gamify: How Gamification Motivates People to Do Extraordinary Things (Unabridged) (ISBN: 9781469059433) in Englisch, auch als Hörbuch.
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Gamify: How Gamification Motivates People to Do Extraordinary Things97%: Burke, Brian: Gamify: How Gamification Motivates People to Do Extraordinary Things (ISBN: 9781937134853) 2014, in Englisch, Broschiert.
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Gamify, How Gamification Motivates People to Do Extraordinary Things97%: Brian Burke: Gamify, How Gamification Motivates People to Do Extraordinary Things (ISBN: 9781937134860) 2014, in Englisch, auch als eBook.
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Gamify : How Gamification Motivates People to Do Extraordinary Things97%: 9781402085987: Gamify : How Gamification Motivates People to Do Extraordinary Things (ISBN: 9781351861779) 2016, in Englisch, auch als eBook.
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Gamify, How Gamification Motivates People to Do Extraordinary Things94%: Brian Burke: Gamify, How Gamification Motivates People to Do Extraordinary Things (ISBN: 9781937134877) 2014, in Englisch, auch als eBook.
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Gamify: How Gamification Motivates People to Do Extraordinary Things
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Bester Preis: 31,50 (vom 28.07.2023)
1
9781937134853 - Burke, Brian: Gamify
Burke, Brian

Gamify

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN US

ISBN: 9781937134853 bzw. 1937134857, in Englisch, Bibliomotion Inc, BBMOT, BBMOT, gebraucht.

21,96 ($ 23,86)¹
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Lieferung aus: Vereinigte Staaten von Amerika, in-stock.
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful A.
2
9781351861779 - Biran Burke: Gamify
Biran Burke

Gamify (2016)

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN NW EB DL

ISBN: 9781351861779 bzw. 1351861778, in Englisch, Routledge, Routledge, Routledge, neu, E-Book, elektronischer Download.

8,50 ($ 9,99)¹
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Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating peop.
3
9781937134853 - Brian Burke: Gamify: How Gamification Motivates People to Do Extraordinary Things
Brian Burke

Gamify: How Gamification Motivates People to Do Extraordinary Things (2014)

Lieferung erfolgt aus/von: Schweiz EN HC NW

ISBN: 9781937134853 bzw. 1937134857, in Englisch, Bibliomotion, gebundenes Buch, neu.

34,56 (Fr. 37,90)¹ + Versand: 32,82 (Fr. 36,00)¹ = 67,38 (Fr. 73,90)¹
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Lieferung aus: Schweiz, Versandfertig innert 3 Wochen.
Gamify: How Gamification Motivates People to Do Extraordinary Things, Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. ´´Gamify´´ shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals. gebundene Ausgabe, 08.04.2014.
4
1937134857 - Burke, Brian: Gamify: How Gamification Motivates People to Do Extraordinary Things
Burke, Brian

Gamify: How Gamification Motivates People to Do Extraordinary Things

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN US

ISBN: 1937134857 bzw. 9781937134853, in Englisch, Bibliomotion, gebraucht.

20,09 ($ 21,83)¹
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Lieferung aus: Vereinigte Staaten von Amerika, In Stock.
business,business and investing,economics,games,self help,self-help,self-help and psychology, Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the wo.
5
9781937134853 - Brian Burke: Gamify: How Gamification Motivates People to Do Extraordinary Things
Brian Burke

Gamify: How Gamification Motivates People to Do Extraordinary Things

Lieferung erfolgt aus/von: Deutschland EN NW

ISBN: 9781937134853 bzw. 1937134857, in Englisch, neu.

24,50
unverbindlich
Lieferung aus: Deutschland, plus shipping, Versandfertig innerhalb von 3 Wochen.
Gamify: How Gamification Motivates People to Do Extraordinary Things, Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. "Gamify" shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
6
9781937134853 - Biran Burke: Gamify: How Gamification Motivates People to Do Extraordinary Things
Biran Burke

Gamify: How Gamification Motivates People to Do Extraordinary Things

Lieferung erfolgt aus/von: Kanada EN NW

ISBN: 9781937134853 bzw. 1937134857, in Englisch, Taylor and Francis, neu.

19,30 (C$ 28,66)¹
unverbindlich
Lieferung aus: Kanada, In Stock, plus shipping.
Biran Burke, Books, Business and Finance, Career Planning and Job Hunting, Gamify: How Gamification Motivates People to Do Extraordinary Things, Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
7
9781937134860 - Brian Burke: Gamify, How Gamification Motivates People to Do Extraordinary Things
Brian Burke

Gamify, How Gamification Motivates People to Do Extraordinary Things (2014)

Lieferung erfolgt aus/von: Niederlande EN NW EB

ISBN: 9781937134860 bzw. 1937134865, in Englisch, Bibliomotion, Inc. neu, E-Book.

21,72
unverbindlich
Lieferung aus: Niederlande, Direct beschikbaar.
bol.com.
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and ... Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.Taal: Engels;Formaat: ePub met kopieerbeveiliging (DRM) van Adobe;Kopieerrechten: Het kopiëren van (delen van) de pagina's is niet toegestaan ;Geschikt voor: Alle e-readers te koop bij bol.com (of compatible met Adobe DRM). Telefoons/tablets met Google Android (1.6 of hoger) voorzien van bol.com boekenbol app. PC en Mac met Adobe reader software;Verschijningsdatum: april 2014;ISBN10: 1937134865;ISBN13: 9781937134860; Engelstalig | Ebook | 2014.
8
9781937134860 - Brian Burke: Gamify
Brian Burke

Gamify (2014)

Lieferung erfolgt aus/von: Vereinigtes Königreich Großbritannien und Nordirland EN NW EB DL

ISBN: 9781937134860 bzw. 1937134865, in Englisch, Bibliomotion, Inc. Bibliomotion, Inc. Bibliomotion, Inc. neu, E-Book, elektronischer Download.

19,07 (£ 16,51)¹
versandkostenfrei, unverbindlich
Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, in-stock.
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
9
9798200620562 - Brian Burke: Gamify: How Gamification Motivates People to Do Extraordinary Things
Brian Burke

Gamify: How Gamification Motivates People to Do Extraordinary Things

Lieferung erfolgt aus/von: Deutschland DE NW AB

ISBN: 9798200620562 bzw. 8200620565, in Deutsch, GILDAN MEDIA, neu, Hörbuch.

Lieferung aus: Deutschland, Versandkostenfrei, Shipping in 2 weeks.
*Gamify: How Gamification Motivates People to Do Extraordinary Things* / MP3 für 31.5 € / Aus dem Bereich: Hörbücher.
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9781469059433 - Brian Burke, Steven Menasche: Gamify: How Gamification Motivates People to Do Extraordinary Things (Unabridged)
Brian Burke, Steven Menasche

Gamify: How Gamification Motivates People to Do Extraordinary Things (Unabridged)

Lieferung erfolgt aus/von: Vereinigtes Königreich Großbritannien und Nordirland EN NW AB DL

ISBN: 9781469059433 bzw. 1469059436, in Englisch, neu, Hörbuch, elektronischer Download.

15,99 (£ 14,19)¹
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Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, Audiobook for download.
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