Gamify cover art

Gamify

How Gamification Motivates People to Do Extraordinary Things

Preview
Get this deal Try Premium Plus free
Offer ends 29 January 2026 at 11:59PM GMT.
Prime members: New to Audible? Get 2 free audiobooks during trial.
Just £0.99/mo for your first 3 months of Audible.
1 bestseller or new release per month—yours to keep.
Listen all you want to thousands of included audiobooks, podcasts, and Originals.
Auto-renews at £8.99/mo after 3 months. Cancel monthly.
Pick 1 audiobook a month from our unmatched collection - including bestsellers and new releases.
Listen all you want to thousands of included audiobooks, Originals, celeb exclusives, and podcasts.
Access exclusive sales and deals.
£8.99/month after 30 days. Renews automatically.

Gamify

By: Brian Burke
Narrated by: Steven Menasche
Get this deal Try Premium Plus free

£8.99/mo after 3 months. Cancel monthly. Offer ends 29 January 2026 at 11:59PM GMT.

£8.99/month after 30 days. Renews automatically. See here for eligibility.

Buy Now for £12.99

Buy Now for £12.99

LIMITED TIME OFFER | £0.99/mo for the first 3 months

Premium Plus auto-renews at £8.99/mo after 3 months. Terms apply.

About this listen

Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield and engage the audience, organizations need an edge.

Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.

This audiobook goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.

©2014 Brian Burke (P)2014 Gildan Media LLC
Business Development Business Development & Entrepreneurship Career Success Employment Forecasting & Strategic Planning Management Management & Leadership Marketing Marketing & Sales Organisational Behavior Workplace & Organisational Behavior Business Career Success

Listeners also enjoyed...

Actionable Gamification cover art
The Change Maker's Playbook cover art
Elevate cover art
The Lean Product Playbook cover art
Socialized! cover art
The Future Workplace Experience cover art
The Invisible Advantage cover art
The First Mile cover art
Lean Startups for Social Change cover art
The Agile Marketer cover art
Corporate Innovation in the Fifth Era cover art
The Caring Economy cover art
The Innovator's Method cover art
Dual Transformation cover art
Digital Transformation cover art
Leading Digital cover art

Critic reviews

"Gamify provides valuable information about what to consider in projects so as to deliver effective solutions for our players. It lays out key concepts for proper player-centric design to make your project a success, allowing you to get closer to being one of the 20% of projects that work, instead of the 80 % that do not." (Sergio Jiménez, creator of Gamification Model Canvas, founder of Game On! Lab, and co-founder of Gamification World Congress)
No reviews yet