See All
Sort by:
Jon Radoff’s work is a unique and very well written book on gaming and how to utilize the underlying principles of games in social media and business.
This book introduces the concept of “mass customization,” a model in which companies have evolved from mass production of standardized goods to produce greater variety in their products and services.
Joseph Pine applies his methodology to the digital realm. It begins with a review of how innovations emerge in various industries, using “experience” to disrupt and capture market share.
Joseph Pine and James Gilmore’s all-time classic is a must read book for anyone interested in the Experience Economy, how it works, and how it adds value.
Joseph Pine and James Gilmore’s all-time classic is a must read book for anyone interested in the Experience Economy, how it works, and how it adds value.
With this book, 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.
This book explores game-based marketing, discussing its implementation in various industries. Visiting the mashup of business and games, they pen a compelling introduction to the world of game-based marketing.
Author John DiJulius highlights the importance of relationship building. DiJulius is considered a premier authority on world-class Customer service and is the author of three books on Customer experience.
The authors argue that games will change how all of us work – for anyone convinced that engagement is a key ingredient of the future of work, they believe games are the definitive model.
The authors argue that games will change how all of us work – for anyone convinced that engagement is a key ingredient of the future of work, they believe games are the definitive model.
As businesses rise and fall, executives have come to understand that it is the loyal customers that build a brand and fuel its success. Lovemarks are the answer.
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.
Christensen’s book is an analysis of how disruptive and sustaining technologies affect both large and small companies, whether well-led or mismanaged, with advice on how to minimize any negative impact.