42 Rules for Engaging Members Through Gamification
Unlock the Secrets of Motivation, Community and Fun
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Narrated by:
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William L. Sturdevant
About this listen
Play predates the development of human culture and our brains are hard-wired to use play as a tool to accelerate learning, strategically explore unfamiliar environments and develop collaborative social connections. Games are human created, formalized structures and processes designed to maximize engagement and get the most out of the "play" impulse. In fact, gaming comes so naturally to us, we don't even notice it for what it is.
Two examples of large-scale gaming structures include our educational and political systems. Going deeper into understanding how gaming structures work, and intentionally applying those mechanics can give us an advantage when designing experiences meant to engage our members in the work of our associations.
Although games have been with us since we first learned to scratch marks on small rocks, what is new is the impact the Internet and technology is having on games and players alike. What was simple activity in the past, is rapidly turning into a large scale social phenomenon. At some point the term "gamer" will lose it relevancy and we will recognize gamers for what they are - an increasingly sophisticated class of experience consumers.
Games are the first mass media of the 21st century and gaming literacy is an essential skill all executives, staff, and volunteers need to develop in order to attract, appeal to, and invite a new generation of players to play the association game.
In this audiobook, we take a simple, practical approach to helping you and your volunteers take these ideas one step farther. By using these 42 rules, you will be able to use simple gaming mechanics to increase member engagement, improve educational outcomes, and build community in your industry or profession.
Download the accompanying reference guide.©2015 Super Star Press (P)2015 Super Star PressListeners also enjoyed...
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The workplace is going through a large-scale transition with digitization, automation, and acceleration. Critical skills and expertise are imperative for companies and their employees to succeed in the future, and the most forward-thinking companies are being proactive in adapting to the shift in the workforce. Kelly Palmer, Silicon Valley thought leader from LinkedIn, Degreed, and Yahoo, and David Blake, cofounder of ed-tech pioneer Degreed, share their experiences and describe how some of the smartest companies in the world are making learning and expertise a major competitive advantage.
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Fantastic Information
- By Emerson A. Simon on 03-31-20
By: Kelly Palmer, and others
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The Accidental Creative
- How to Be Brilliant at a Moment's Notice
- By: Todd Henry
- Narrated by: Todd Henry
- Length: 5 hrs and 28 mins
- Unabridged
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It isn't enough to just do your job anymore. In order to thrive in today's marketplace, all of us, regardless of our role, have to be ready to generate brilliant ideas on demand. Business creativity expert Todd Henry explains how to establish effective practices that unleash your creative potential. Born out of his consultancy and his popular podcast, Henry has created a practical method for discovering your personal creative rhythm.
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If you aren't busy, this book will make ya!
- By Oliver Nielsen on 10-05-13
By: Todd Henry
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Clarity First
- How Smart Leaders and Organizations Achieve Outstanding Performance
- By: Karen Martin
- Narrated by: Karen Martin
- Length: 8 hrs and 25 mins
- Unabridged
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Through her global consulting projects, keynote speeches, and work with thousands of leaders, Karen has seen first-hand how a pervasive lack of clarity strangles business performance and erodes employee engagement. Ambiguity is the corporate default state, a condition so prevalent that “tolerance for ambiguity” has become a clichéd job requirement. It doesn’t have to be this way.
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Not for me - dislike narrator's voice +
- By sharing1 on 10-11-19
By: Karen Martin
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Design Thinking in Business and IT: Overview, Techniques and Example Workshop
- By: Florian Heuer
- Narrated by: Bryan Stout
- Length: 1 hr and 4 mins
- Unabridged
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You might've talked about innovation with your IT department or software development agency lately and the words "design thinking" were surely mentioned. So what is it? Just another piece of business jargon to add to your arsenal or a useful tool? Or maybe even an overestimated hype? Nowadays every organization or business runs into a myriad of problems as business models become increasingly more complex. Globalization and advances in communication and technology, all add up to creating unique opportunities but also new challenges that are not easy to solve applying the old tested methods.
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Basic design thinking lesson
- By Preston on 04-09-16
By: Florian Heuer
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Leading with Cultural Intelligence, Second Editon
- The Real Secret to Success
- By: David Livermore
- Narrated by: Tim Andres Pabon
- Length: 7 hrs and 52 mins
- Unabridged
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Business today is global - and success requires a new set of skills. But not to worry, whether you're negotiating with vendors in Asia, exploring potential markets in Africa, or leading a diverse team at home, you don't have to master the nuances of every culture you encounter. With cultural intelligence, or CQ, you can lead effectively in any context.
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good 101, but not more
- By V. Taras on 04-21-16
By: David Livermore
What listeners say about 42 Rules for Engaging Members Through Gamification
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- Jack Frasier
- 08-30-18
great info on making games
I thought this book had a lot of great info for game of flying apps and anything programmatic. I recommend it definitely give this ebook or audiobook a whirl
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- Chad
- 09-29-19
NOT a good resource for gamification
I know I shouldn't expect a lot of value from a two hour audiobook, but still, I was very disappointed.
The authors profess to be gamification experts, yet are able to talk at length without actually explaining what it is, or how to use it. Much of their discussion seems to be meant for people using actual games, instead of people using game-like elements to keep people engaged in a task. For the most part, they are very vague about exactly what they want the listeners to do. It sounds like it's geared towards leaders of non-profit organizations to try to get their members more involved? That really isn't clear.
Even at two and a half hours, I feel this book is NOT worth a listen.
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