INDEX

A

achievement

Brian Burke personal story, 12

gamification defined, 6

Affordable Care Act, 66

AHA (American Heart Association), 5051

airline program rewards, 2526

American Heart Association (AHA), 5051

analytics, 145

Angry Birds, 131

athlete motivation, 3941

augmented reality, 161

Austin, Tom, 49

Autodesk software, 68

autonomy, 19

B

Bacon, Russell, 4546

“badge fatigue,” 7

badges

open, 155

Open Badges project, 72

in virtual world, 3

Badgeville, 145

Barclaycard Ring, 7985

Baxter, Natron, 143

BBVA Game, 4243, 56, 70

behavior change

building over time, 56

change in focus, 57

customer engagement, 4144

employee focus application, 4448

inspiration, 55

ongoing, 57

in social collaboration, 4850

social recognition, 42

target audience and uses of gamification, 37

through goal setting, 5354

through kindred spirits, 5556

through mobile app, 5053

through repetition, 5657

through small steps, 5455

through social networking, 56

through triggers, 54

benefits realization, 148149

bias, 110

BigDoor, 146

Blue Cross and Blue Shield, 67

Bogost, Ian, 29

Brown, Tim, 9495

Bunchball, 145

Burke, Brian (author)

evolvement from enterprise architecture to gamification coverage, 34

Gartner employment, 34

personal story of achievement, 12

business disruptions, 98

business goals versus player goals, 2123

business leaders, selling gamification to, 139140

business outcomes

gamification scope, 106

identifying, 9698

player experience design process structure, 12

business travel, 4748

C

campaign/endless engagement parameter, 110, 112

Capital BlueCross, 66

Center for Educational Technologies (CET), 6263

CET (Center for Educational Technologies), 6263

challenges, skills development, 5961

Change Healthcare Corporation, 6668

change management, 4950. See also behavior change

Chartered Institute of Personnel and Development (CIPD), 16

checkpoint challenges, 5152

CIPD (Chartered Institute of Personnel and Development), 16

Citizens Initiative Act, 158

collaborative environment

competitive/collaborative engagement parameter, 110111

skills development, 71

community-of-interest application

idea generation, 85

target audience, 3637

competition based innovation, 82

competitive game, design pitfalls, 130131

competitive/collaborative engagement parameter, 110111

connectedness, 33

Conundra Ltd., 5

core value exchange, 100

corporate training, 6365

cost, digital engagement model advantages, 33

Cotterill, David, 76

Coursera, 154155

creativity. See innovation driver

CRM (customer relationship management), 10

crowdsourcing

innovation driver, 7879

target audience and, 36

trends enabling gamification, 34

Cundari, 15, 17, 20

custom development solutions, 142143

customer cocreation, 7982

customer engagement, 4144, 6568

customer focus application

behavior change, 4144

target audience, 3637

customer relationship management (CRM), 10

D

Daily Challenge solution, 53

DARPA (U.S. Defense Advanced Research Project), 130131

data collection, 101, 125

decomposition, 95

Department of Work and Pensions (DWP), 7678, 82

dependencies, skills development, 70

design. See player experience design process; player-centric design design

design pitfalls

competitive games, 130131

endgame, 128130

game economy, 128

gaming the system, 135136

mandatory participation, 134

player experience, 127

skill/challenge imbalances, 131132

stand-alone gamification, 134135

target audience, 132133

design thinking, 9496

Digg website, 136

digital engagement model, 3233

versus face-to-face model, 34

trends enabling gamification, 3334

digitalization, 23, 6

DIRECTV, 4445

disintermediation, 33

distance, digital engagement model advantages, 32

Drive: The Surprising Truth About What Motivates Us (Pink), 18, 68

Duolingo website, 63

DWP (Department of Work and Pensions), 7678, 82

E

early gamification, 45

education, future of gamification, 153155. See also skills development

Eisentraut, Cory, 20, 94

emergence, 75

emergent/scripted engagement parameter, 110, 112113

Emerson, Ralph Waldo, 69

emotion detection, 160

emotional engagement, 1617

employee focus application

behavior change, 4448

target audience, 3637

employee training, 6365

endgame, design pitfalls, 128130

engagement

customer, 4144

digital engagement model, 3234

emotional, 1617

innovation driver, 8283

intrinsic versus extrinsic rewards, 1819

player engagement model, 110113

quantity versus quality of interaction, 16

skills development, 63

transactional, 1617

engagement model, player experience design process structure, 12

EpicMix, 3, 42

experience design, 6, 89. See also player-centric design

extrinsic rewards

versus intrinsic rewards, 1819

intrinsic/extrinsic engagement parameter, 110112

F

F12 solution, 4546

Facebook, 3, 122

face-to-face model, 34

failure, learning from, 45

formal education, skills development, 5963

Foursquare, 45

Free the Children charity, 3132, 52

FuelBand, 4041, 55

fun currency (game economy), 119120

fund-raising, 5052

future of gamification

augmented reality, 161

education, 153155

emotion detection, 160

future scenarios, 153

gesture control, 159

head-mounted displays, 160161

personal connections, 161162

skills attainment, 155

smartphones, 159161

technological advancement, 151152

wicked problems, 156158

G

game economy

basic currencies of, 118

failing to manage, 128

fun currency, 119120

motivation, 118

player experience design process structure, 12

self-esteem currency, 120121

social capital currency, 121

things currency, 120

game mechanics

gamification defined, 6

success metrics, 144

gamification

definition of, 67

early, 45

goal of, 6

growing pains, 67

history of, 5

hype, 5, 78

leveraging, 3537

misunderstood potential of, 68

scope, 106107

trends enabling, 3334

versus video games and rewards programs, 2731

gaming the system pitfalls, 135136

Gartner, Inc., 3, 67, 49, 151

generalized gamification platforms, 144146

Gerjets, Sven, 4445

gesture control, 159

goals. See also player goals

business versus player, 2123

changing behavior through, 5354

gamification defined, 6

player experience design process structure, 12

shared, 106107

skills development, 69

Google News badges, 129

Google Trends, 5

government design policy solutions, 158

H

head-mounted displays, 160161

health plan education, 6668

Healthcare University, 66

HeartChase app, 5052, 54

Hotchkin, Nicholas, 35

Hype Cycle for Emerging Technologies, 7, 151

hype, gamification, 5, 78

I

IBM Connections, 49

idea generation

community-of-interest, 85

decision-making process, 85

developing ideas, 84

innovation driver, 7678, 8384

selecting ideas, 84

soliciting ideas, 83

Idea Street, 7677, 82

IDEO, 95

Ignite Leadership game, 64

incentives, 47. See also rewards

influence, 79

innovation drivers

competition based, 82

customer cocreation, 7982

emergence, 75

idea generation, 7678, 8384

player enlistment, 8283

product development, 7879

sponsorship, 84

target audience and uses of gamification, 37

inspiration

behavior change, 55

skills development, 5961

intrinsic rewards

elements of, 1920

versus extrinsic rewards, 1819

intrinsic/extrinsic engagement parameter, 110112

IT (information technology)

custom development approach to success, 142143

employee-focused application, 4445

importance of gamification knowledge, 10

J

Jacob, Darren, 42

journey, player experience design process structure, 12, 113116

K

Khan Academy, 5962, 7071

Khan, Salman, 6162

Kielburger, Craig, 3133

Kielburger, Marc, 31

kindred spirits, behavior change through, 5556

Kotter, John, 49

L

Laozi (Chinese philosopher), 54

launching and promoting, 146148

leaderboard, 45

learning. See skills development

learning outcomes, future of gamification, 154

leveraging gamification, 3537

LinkedIn, 122123

loyalty programs, 30

M

MacArthur Foundation, 72

Madoff, Bernie, 135

management tools, success metrics, 144

mandatory participation, 134

marketing plan, 147

mastery

motivation elements, 20

skills development, 6163

mentors, 71

Meraj, Naureen, 48, 65

MeYou Health solutions, 5253

Microsoft SharePoint, 49

mobilization

behavior change through, 5053

skills development through, 62

Morris, Ron, 42

motivation

athlete, 3941

business versus player goals, 2123

design pitfalls, 134

elements of, 1920

game economy, 118

gamification defined, 6

gamification goals for, 9

intrinsic versus extrinsic, 1819

personal development, 159

player-centric design approach, 2122

skills development, 63

through emotional engagement, 1617

through product offering, 43

through rewards, 1718

Mozilla Open Badges project, 155

multiplayer/solitary engagement parameter, 110, 112

N

NASA, 62, 69

Nicholas, Clayton, 68

Nike, 3941

Nike+, 3941, 5455

Nike+ Kinect Training app, 40

NikeFuel, 4041, 54

NTT Data, 4849, 6365, 7071

O

Olander, Stefan, 41

Olding, Elise, 49

One World Schoolhouse, The (Khan), 70

open badges, 155

Open Badges project, 72

Opower, 4142, 5455

opt-in participation, 134

organizations

early gamification adopters, 911

importance of gamification knowledge, 911

P

Pain Squad app, 1518, 2022, 54, 94

Pelling, Nick, 56

personal connections, future of gamification, 161162

personal development motivation, 159

personas, 102105

Persuasive Games, 29

Pew Research Center, 151

physical world, 23

Pink, Daniel

Drive: The Surprising Truth About What Motivates Us, 18, 68

intrinsic motivation, 19

pitfalls

competitive games, 130131

endgame, 128130

game economy, 128

gaming the system, 135136

mandatory participation, 134

player experience, 127

skill/challenge imbalances, 131132

stand-alone gamification, 134135

target audience, 132133

play space, 12, 113115

player engagement

customer, 4144

digital engagement model, 3234

emotional, 1617

innovation driver, 8283

intrinsic versus extrinsic rewards, 1819

player engagement model, 110113

quantity versus quality of interaction, 16

skills development, 63

transactional, 1617

player engagement model

campaign/endless parameter, 110, 112

competitive/collaborative parameter, 110111

emergent/scripted parameter, 110, 112113

intrinsic/extrinsic parameter, 110112

multiplayer/solitary parameter, 110, 112

player experience challenge, 127

player experience design process

business outcome and success metrics, 9697

design thinking, 9496

fictitious social investing example, 9093

game economy, 7, 11, 116, 118121

personas, creating, 102105

play space, 113115

play, test, and iterate, 123125

player engagement model, 110113

player goal and motivation focus, 89, 9394

player goals, defining, 105107

player journey, 113116

structure, 1213, 90

target audience, defining, 98101

player goals

versus business goals, 2123

defining, 105107

gamification scope, 106

player journey, 12, 113116

player personas, 102105

player-centric design

business goals, mistaking for player goals, 2123

business outcome and success metrics, defining, 9698

design thinking, 9496

personas, 102105

player experience design process, 8990, 9394

player goals, defining, 105107

target audience, defining, 98101

target audience, exploring, 101102

policy problems, 156

Ponzi, Charles, 135

Ponzi scheme, 135

premortem, 45

problem-solving

decomposition approach, 95

and design thinking, 9495

product development, 7879

product offering, 43

progress tracking, 6970

project roles and skills development, 140142

promoting and launching, 146148

public policy problems, 156

purpose

motivation elements, 20

purpose-built solutions, 143144

Q

Quirky, 7879, 8385

R

repetition, behavior change through, 5657

rewards

airline program, 2526

distinction between gamification and traditional, 2627

engagement through, 1718

extrinsic, 1819

versus gamification and video games, 2731

intrinsic, 1820

limitations, 17

loyalty programs, 30

similarities/differences between, 2528

sponsor organization, 29

success metrics, 144

risk/reward profile, 136

Rittel, Horst, 156

S

SaaS (software as a service), 144

sales organization incentives, 47

Samsung Nation, 43

Sayeed, Imran, 48, 63

scale, digital engagement model advantages, 32

Schell Games, 30

Schell, Jesse, 30

Schnarr, Jill, 32

scope, gamification, 106107

self-esteem currency (game economy), 120121

shared goals, 106107

SickKids (Hospital for Sick Children), 15, 1718, 52

skill/challenge imbalances, 131132

skills development

challenges, 5961

collaborative environment, 71

corporate training, 6365

customer engagement, 6568

dependencies, checking for, 70

employee training, 6365

engagement and motivation, 63

formal education, 5963

future of gamification, 155

goal setting, 69

inspiration, 5961

mastery, 6163

newly learned skills, 5961

progress tracking, 6970

and project roles, 140142

success metrics, 72

target audience and uses of gamification, 37

theory/practice engagement loops, 7071

through mobilization, 62

smartphones, future of gamification, 159161

Smith, Adam, 75

social capital currency (game economy), 121

social networking

behavior change through, 4850, 56

social recognition of achievement, 121123

success metrics, 145

trends enabling gamification, 3334

Socially networking platform, 48

software as a service (SaaS), 144

software design, 95

sponsorship, idea generation, 84

stakeholders, 156158

stand-along gamification, 134135

Stinson, Jennifer, 17, 22

success metrics

benefits realization, 148149

business leaders, selling gamification to, 139140

custom development approach, 142143

generalized gamification platforms, 144146

identifying, 9698

player experience design process structure, 12

project roles and skills, 140142

promoting and launching, 146148

purpose-built solutions, 143144

skills development, 72

T

tame problems, 156

target audience

community-of-interest focus, 3637

core value exchanges, 100

and crowdsourcing, 36

customer focus, 3637

defining the, 98101

demographics, 101

design pitfalls, 132133

employee focus, 3637

exploring/learning about, 101102

large crowd, 35

player experience design process structure, 12

small crowd, 3536

technological advancement, future of gamification, 151152

TELUS company, 32

testing, 124125

theory/practice engagement loops, 7071

things currency (game economy), 120

Thom, Stuart, 18

Thompson, Cami, 51

time, digital engagement model advantages, 32

Top Predictions (Gartner), 49

training, skills development, 6365

transactional engagement, 16

travel program, 4748

trends

enabling gamification, 3334

tracking, 7

triggers, changing behavior through, 54

U

U.S. Defense Advanced Research Project (DARPA), 130131

U.S. government, 63

user experience design, 89

V

Vail Resorts, 3, 42

video games, versus gamification and reward programs, 2731

virtual world, 3

voice analysis, 160

Vonn, Lindsey, 3

W

Wall Street Survivor, 63

We Day events, 3133

We365 program, 3233, 52

Webber, Melvin, 156

Weight Watchers, 3435

wicked problems, 156157

Wilmore, Paul, 123

Y

Yammer, 122

Z

Zero to Hero award, 46

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