DIAMOND
RATING
Senteo Rating 1.5
04/27/23
views 2834
comments0
04/27/23
views 2835
comments0
DIAMOND
RATING
Senteo Rating 1.5

Gamification by Design
Gabe Zinchermann, Christopher Cunningham, O’Reilly Media, 2011
Senteo’s Review information

How do you take your business and make it a mainstay in people’s lives? Does your company deliver an experience that is fun and engaging, so popular that it goes viral? Gabe Zinchermann returns to the gamification realm, this time with Christopher Cunningham, to elaborate on design strategy and tactics for businesses to integrate into their own strategies. Focusing primarily on customer-facing applications, they give insights on whom to target and consider while creating the new interfaces. The reader is taken through a journey to understand game mechanics, engage customers, and the framework behind using games. Even included is a basic introduction to coding the interfaces itself. As a whole, the authors seek to tackle gamification in their book and clarify for the masses how to utilize the complicated topic.

The book is a meatier version of Game-Based Marketing and the author has come to utilize examples in a more meaningful fashion. There are very interesting and valid claims for using concepts such as a “level” system with “experience points” tied to their actions; such a system would allow companies to categorize customers and understand their behaviors. Again, the authors stress how customer loyalty plays a role in the promotion of a business and its products, although they have expanded upon the examples and case studies to emphasize this point more. Visually, the book is great with its colorful pictures and engaging diagrams that help to outline the points that the authors are trying to make. Zichermann has improved upon his previous work to provide a better work on gamification.

Not unlike Zichermann’s previous work, Game-Based Marketing, Gamification by Design leaves us cold and unfulfilled, yearning for more meaningful content. More of a self-serving advertisement for his own website, Zichermann’s book does not provide the high-level details for game mechanics that it promises. At many points the book feels shallow or convoluted by an overemphasis on game design rather than gamification. There are superfluous sections, such as the coding chapter, that add little more than padding to the book. An entire chapter is even written by a third party vendor, undermining the fact that Zichermann is the expert and is analyzing gamification. Essentially, this book is marginally better than his previous book, and while there are improvements, it is still a far cry from good gamification material like Game Frame: Using Games as a Strategy for Success or even a decent book like For the Win: How Game Thinking Can Revolutionize Your Business.

What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers. This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.

Whether you’re an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.

  • Discover the motivational framework game designers use to segment and engage consumers
  • Understand core game mechanics such as points, badges, levels, challenges, and leaderboards
  • Engage your consumers with reward structures, positive reinforcement, and feedback loops
  • Combine game mechanics with social interaction for activities such as collecting, gifting, heroism, and status
  • Dive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and Zynga
  • Get the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville

“Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again.”
—Adam Loving
Freelance Social Game Developer and founder of Twibes Twitter Groups

As with his previous book, the author has created a primarily research based book that is best suited for beginners to gamification. While there are improved examples and ideas for design strategy, there are better options out there for advice and guidance. At best, this would be used as a low-level reference material for introductory ideas before attempting to implement a complex, large-scale project. Any endeavor of large proportions would require a book with better explanations and guiding principles.therwise boring products more interesting (chapter 3).  Additionally, understanding how to eliminate sacrifice from customer interactions can be beneficial in creating mutually fulfilling relationships with customers (chapter 5).

Senteo Subject Category
Senteo

While an improvement upon his previous book, this still is primarily a research book. There is the addition of possible avenues for implementation, they are very basic and lacking in terms of strong, longstanding methods.

The best book reviews in your inbox!
Subscribe now and receive a special gift with your subscription.


    Leave a Reply

    Gamification by Design
    Gabe Zinchermann, Christopher Cunningham, O’Reilly Media, 2011
    Have you already read this book?
    Here, are people invited to rate the book?

    How useful was this post?

    Click on a star to rate it!

    Average rating / 5. Vote count:

    No votes so far! Be the first to rate this book.

    See content on this topic

    Michael Ruckman is the founder and President of Senteo. He is also a senior advisor at Efma. He discusses the...
    What major trends will impact customer experiences in the next 3-5 years? In the article Michael Ruckman discusses the strengths and limitations of technology in improving customer experiences.
    Emerging as a compelling alternative to traditional banking, neobanks place a strong emphasis on providing swift banking services, responsive customer support, fair fee structures, and user-friendly financial products.
    Voice On Demand Retail Podcast: Part 2 – The three faces of Digital for Retailers
    Michael Ruckman talks about Customer Experiences & Customer Journeys, The three faces of Digital for Retailers and the state of leadership in the retail market today.
    Voice On Demand Retail Podcast: Part 3 – Leadership in the Retail Market
    Michael Ruckman talks about Customer Experiences & Customer Journeys, The three faces of Digital for Retailers and the state of leadership in the retail market today.
    Build a Tower, Build a Team
    Tom Wujec from Autodesk presents some surprisingly deep research into the “marshmallow problem” — a simple team-building exercise that involves dry spaghetti, one yard of tape and a marshmallow.
    Driving Change in the Age of AI: Insights from Michael Ruckman Shared on the Escaping the Drift Podcast
    In a recent episode of the Escaping the Drift podcast, host John Gafford sat down with Michael Ruckman, founder and CEO of Centeo, to explore how artificial intelligence is reshaping business—and why organizational transformation must keep pace.
    Senteo Rating
    Next Is Now: 5 Steps for Embracing Change—Building a Business that Thrives into the Future
    Related Book Reviews & Education
    Emotional Branding: The New Paradigm for Connecting Brands to People is the culmination of Marc Gobé and his thoughts on how brands are defined by individual perception.
    This is one of Gladwell’s best-known works. In it, Gladwell seeks to explain mysterious sociological changes – specifically, how it is possible for momentous, dramatic changes to happen seemingly overnight.
    Roger Dooly unpacks the plethora of methods that marketers can use to reach the ‘locked’ minds of the consumers – the 95% of the brain that accounts for unconscious thought.
    Given that games and gaming occupy more and more of people’s time, this book provides much-needed insight into why people play games and how games stimulate both gamers and non-gamers.