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Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key Features Explore what makes a game fun and engaging Gain insight into the Octalysis Framework and its applications Discover the potential of the Core Drives of gamification through real-world scenarios Book Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learn Discover ways to use gamification techniques in real-world situations Design fun, engaging, and rewarding experiences with Octalysis Understand what gamification means and how to categorize it Leverage the power of different Core Drives in your applications Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies Examine the fascinating intricacies of White Hat and Black Hat Core Drives Who this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
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It's only May, but this is a strong contender for worst book of the year.The author bounces wildly between two contrasting frames of mind - on the one hand, he seems to presume that you know him, he's famous, and you're reading his book to glean any morsel of wisdom from his written word. And then to hedge his bets, he'll spend paragraphs trying to convince you he ought to be famous and all of the above ought to apply. He keeps alluding to NDAs with famous clients and massive consulting contracts that overturned entire industries, but then begs you to join his failing Facebook group or tweet to his dead hashtag every single chapter.The writing/editing of the book was overall quite poor, with sentences like “For which he was known for” and “... may serve as a more interesting way for you to engage in an entertaining way” standing out (not verbatim as I was listening on audio). Speaking of audio, I listened to the Audible edition and the narrator felt quite poor. At the very least, he didn't contribute to the book feeling genuine.This fits very snugly into my category of “[a:Malcolm Gladwell 1439 Malcolm Gladwell https://images.gr-assets.com/authors/1564001739p2/1439.jpg] and [a:Daniel Kahneman 72401 Daniel Kahneman https://images.gr-assets.com/authors/1615917414p2/72401.jpg] fan club” books, where their literature is copied directly or quoted uncritically. If you want to save yourself one headache you could just read their work I suppose.Overall, this feels very strongly of “if all you have is a hammer, everything looks like a nail”. It's all well and good to say that gamers are driven by a set of core drives, but they get stretched so much by the end that (at best) normal marketing campaigns are forced into his framework, and (at worst) horrifically manipulative practices are justified as games.