"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF
GAMIFICATION...."--Daniel H. Pink, Author, Drive
Why can't life--and business--be fun?
For thousands of years, we've created things called games that tap the
tremendous psychic power of fun. In a revised and updated edition of
For the Win: The Power of Gamification and Game Thinking in Business,
Education, Government, and Social Impact, authors Kevin Werbach and Dan
Hunter argue that applying the lessons of gamification could change your
business, the way you learn or teach, and even your life.
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.
The story of gamification isn't fun and games by any means. It's
serious. When used carefully and thoughtfully, gamification produces
great outcomes for users, in ways that are hard to replicate through
other methods. Other times, companies misuse the "guided missile" of
gamification to have people work and do things in ways that are against
their self-interest.
This revised and updated edition incorporates the most prominent
research findings to provide a comprehensive gamification playbook for
the real world.