出版社: Octalysis Media
副标题: Beyond Points, Badges, and Leaderboards
原作名: Yu-kai Chou
出版年: 2015-5-13
页数: 502
定价: USD 22.22
装帧: Paperback
ISBN: 9781511744041
内容简介 · · · · · ·
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return ...
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.
"Yu-kai is at the cutting edge of the field of behavior design."
-Nir Eyal, Best Selling Author of Hooked: How to Design Habit-Forming Products
"Yu-kai's Octalysis framework brilliantly explains the intricate relationships between human behaviors and their inner drives. Accompanied by numerous application examples, Octalysis is the turnkey for gamification in any product and service design."
-Dr. Jianming Dong, Chief User Experience Architect, Huawei
Yu-Kai is the real deal. His experience, expertise and passion make this a must read for those looking to grasp the possibilities available through applied gamification.
--Jeff Gates, former counsel to U.S. Senate Committee on Finance and author of The Ownership Solution, Democracy at Risk, Guilt By Association.
Yu-kai's Insights were instrumental in helping Lucky Diem supercharge our client La Quinta's bookings per user by 206% and incremental revenue per user by $157 (132% Lift) against the control group. Being able to achieve a viral coefficient of 530%, I would recommend any business to work with Yu-kai and learn his Octalysis Framework.
--Andrew Landis, Founder & CEO of Lucky Diem
Yu-kai's reputation precedes him in the field of gamification. His Octalysis framework is both elegantly simple and intricately complex. His book is not only extrinsically rewarding to read, but intrinsically motivating to apply; it s wickedly effective, and yet divinely true. Octalysis brilliantly unified all these seemingly conflicting aspects of gamification into a single cohesive framework with a hidden twist in the middle of it it s sensational.
--Michael Wu, Chief Scientist of Lithium
Actionable Gamification的创作者
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周郁凯 作者
作者简介 · · · · · ·
Yu-kai Chou is a Pioneer and International Keynote Speaker on Gamification, and the Original Creator of the gamification framework: Octalysis. He is the Founder of The Octalysis Group and the Behavioral Scientist at the Israel-based gamification platform Captain Up. He has been a regular speaker/lecturer on gamification worldwide, including at organizations like Stanford Univer...
Yu-kai Chou is a Pioneer and International Keynote Speaker on Gamification, and the Original Creator of the gamification framework: Octalysis. He is the Founder of The Octalysis Group and the Behavioral Scientist at the Israel-based gamification platform Captain Up. He has been a regular speaker/lecturer on gamification worldwide, including at organizations like Stanford University, Accenture, Tedx, SxSW, Gamified India, Huawei, the Innovation Center in Denmark, Kingdom of Bahrain, and many more. Yu-kai was one of the earliest pioneers in Gamifcation, starting his work in the industry in 2003. In 2014, Yu-kai received the reward of "#1 Gamification Guru" by the World Gamification Congress based in Spain, as well as the UK-Based organization Rise.Global (not to say that he is actually the best at anything, but something nice to have on a Bio). He has helped a variety of companies, from seed stage startups to Fortune 500 companies such as eBay, Huawei, Fidelity, HP, Cisco, Wells Fargo, and more. Yu-kai is a Board Director for Morf Media, a gamified training and learning platform.. He is also a Board Advisor for many organizations and companies through out North America, Europe, and Asia, including BALANCE Edutainment (creators of Pacha’s Pajamas), Loki Studios (creators of Geomon and sold to a Yahoo), Powzy (mobile game monetization platform) and RedCarpet (Offline Loyalty Platform in India), Plug.DJ, Lucky Diem, and many more.
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Actionable Gamification的书评 · · · · · · ( 全部 18 条 )
分享下《游戏化实战》完整笔记
这篇书评可能有关键情节透露
游戏化实战/Actionable Gamification 【美】Yu-kai Chou 作者是随父母移居美国的台湾人,早先沉迷游戏,后来转而研究游戏,成为行为学专家,顶级游戏化专家。 一、游戏化思维 (一)游戏化的定义 关于游戏化的定义,甚至是用词,业内有多种看法。 作者的观点是,普通人不关心... (展开)在生活中扮演高级玩家
这篇书评可能有关键情节透露
周郁凯在他的个人网站 https://yukaichou.com 上面有一句话:There must be a game where the more I play, the stronger and better I get in real life. 他曾是一位因沉迷游戏而感到空虚的游戏玩家,这便是他的顿悟时刻。 如果把生活本身看作一场大型的RPG游戏,怎样在生活这... (展开)健身环大冒险游戏化拆解:健身这件事是怎么变得好玩的?
游戏化,虚拟世界到现实世界的传送门
全书都在强行定义概念,凑概念
学习向左游戏向右?先设一个小目标!
游戏化的核心就是给用户一个行动的理由,提升用户自驱力!
> 更多书评 18篇
论坛 · · · · · ·
罗辑思维的得到APP推荐此书译本《游戏化实战》 | 来自七印部落 | 1 回应 | 2016-06-14 14:37:42 |
请问这本书哪里有货? | 来自嘿嘿哈嘿 | 1 回应 | 2016-03-03 17:34:06 |
这本书的其他版本 · · · · · · ( 全部2 )
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华中科技大学出版社 (2017)8.5分 771人读过
以下书单推荐 · · · · · · ( 全部 )
- 游戏策划书目 (心浪网友萧剑仁)
- ludology (章伯)
- 游戏化 (雷宗扬)
- 数字化抓手----EA/企业架构生命周期管理 (小毛叔)
- interaction design (江南帆影)
谁读这本书? · · · · · ·
二手市场
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- 在豆瓣转让 有265人想读,手里有一本闲着?
订阅关于Actionable Gamification的评论:
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0 有用 1evilbiao 2022-12-24 16:13:02 四川
虽然文笔网文,但从字里行间可以看得出作者确实是一个虔诚游戏化布道者。 但说实话这本书的内容和游戏的关系真的不太大(举得例子50%+是非游戏行业的),更像是《influence》这种行为心理学的接地气的转述; 另外全书篇幅过于冗长,本可以用一篇千字文章概括,非得把通俗概念用生僻术语包装比如white-hat/black-hat、left-brain/right-brain反而导致阅读成本提升; 不过... 虽然文笔网文,但从字里行间可以看得出作者确实是一个虔诚游戏化布道者。 但说实话这本书的内容和游戏的关系真的不太大(举得例子50%+是非游戏行业的),更像是《influence》这种行为心理学的接地气的转述; 另外全书篇幅过于冗长,本可以用一篇千字文章概括,非得把通俗概念用生僻术语包装比如white-hat/black-hat、left-brain/right-brain反而导致阅读成本提升; 不过,从内容的整体性还例子的选择上还是有一些启发。 (展开)
0 有用 苍竹琴声 2018-12-30 11:50:18
好书。不得不说看了很多Gamification的材料,还是这本讲的透。
0 有用 小明和柿柿 2022-05-04 02:50:20
还没看完就要安利了!本书内容信息量合适、态度诚恳、可操作性强,推荐给做管理类工作或设计类工作或需要激励自己或对象坚持锻炼的人
2 有用 Lusha 2017-06-05 17:00:42
游戏化在交互设计范式中的必读之一
0 有用 MicFizzy 2018-12-11 20:18:29
总结的挺好
0 有用 1evilbiao 2022-12-24 16:13:02 四川
虽然文笔网文,但从字里行间可以看得出作者确实是一个虔诚游戏化布道者。 但说实话这本书的内容和游戏的关系真的不太大(举得例子50%+是非游戏行业的),更像是《influence》这种行为心理学的接地气的转述; 另外全书篇幅过于冗长,本可以用一篇千字文章概括,非得把通俗概念用生僻术语包装比如white-hat/black-hat、left-brain/right-brain反而导致阅读成本提升; 不过... 虽然文笔网文,但从字里行间可以看得出作者确实是一个虔诚游戏化布道者。 但说实话这本书的内容和游戏的关系真的不太大(举得例子50%+是非游戏行业的),更像是《influence》这种行为心理学的接地气的转述; 另外全书篇幅过于冗长,本可以用一篇千字文章概括,非得把通俗概念用生僻术语包装比如white-hat/black-hat、left-brain/right-brain反而导致阅读成本提升; 不过,从内容的整体性还例子的选择上还是有一些启发。 (展开)
0 有用 小明和柿柿 2022-05-04 02:50:20
还没看完就要安利了!本书内容信息量合适、态度诚恳、可操作性强,推荐给做管理类工作或设计类工作或需要激励自己或对象坚持锻炼的人
0 有用 从依壑 2020-10-18 02:12:40
There must be a game where the more I play, the stronger and better I get in real life.
0 有用 苍竹琴声 2018-12-30 11:50:18
好书。不得不说看了很多Gamification的材料,还是这本讲的透。
0 有用 MicFizzy 2018-12-11 20:18:29
总结的挺好