游戏化Gamification必读清单
游戏改变世界
游戏原来还可以这样玩!游戏的积极力量,游戏化启蒙书。
◆《游戏改变世界》是著名未来学家、TED大会新锐演讲者简•麦戈尼格尔探索互联时代重要趋势的最新力作。在书中,作者指出:游戏可以弥补现实世界的不足和缺陷,游戏化可以让现实变得更美好。 ◆作者在书中用大量事例告诉我们,游戏击中了人类幸福的核心,提供了令人愉悦的奖励、刺激性的挑战和宏大的胜利,而这些都是现实世界十分匮乏的。她的研究表明,我们可以借助游戏的力量,让生活变得像游戏一样精彩。 ◆作者指出了游戏化将要实现的四大目标:更满意的工作、更有把握的成功、更强的社会联系及更宏大的意义,并用大量实践告诉我们该如何驾驭游戏的力量,解决现实问题,并提升幸福感。她告诫我们:如果人们继续忽视游戏,在不远的未来,就会处在极端不利的地位。- 作者: [美] 简•麦戈尼格尔(Jane McGonigal)
- 出版: 浙江人民出版社
The Art of Game Design: A Book of Lenses
每一个好奇游戏设计是怎么回事的玩家都应该读一读这本书,绝对毁三观啊!书中最有价值的莫过于100个lens了,提供了多个角度来思考游戏。作者的观点:我们设计的不是游戏,是体验!这句话难道不能应用于其他产品吗?游戏设计书籍中的圣经!
撬开你脑子里的那些困惑,让你重新认识游戏设计的真谛,人人都可以成为成功的游戏设计者!从更多的角度去审视你的游戏,从不完美的想法中跳脱出来,从枯燥的游戏设计理论中发现理论也可以这样好玩。本书主要内容包括:游戏的体验、构成游戏的元素、元素支撑的主题、游戏的改进、游戏机制、游戏中的角色、游戏设计团队、如何开发好的游戏、如何推销游戏、设计者的责任等。 本书适合任何游戏设计平台的游戏设计从业人员或即将从业人员,甚至游戏玩家。- 作者: Jesse Schell
- 出版: 电子工业出版社
Drive : The Surprising Truth About What Motivates Us
现在是Motivation 2.0时代了。Autonomy,Mastery,Relatedness。重新思考激励我们的因素。
Forget everything you thought you knew about how to motivate people--at work, at school, at home. It's wrong. As Daniel H. Pink explains in his new and paradigm- shattering book Drive: The Surprising Truth About What Motivates Us , the secret to high performance and satisfaction in today's world is the deeply human need to direct our own lives, to learn and create new things, and to do better by ourselves and our world. Drawing on four decades of scientific research on human motivation, Pink exposes the mismatch between what science knows and what business does--and how that affects every aspect of our lives. He demonstrates that while the old-fashioned carrot-and-stick approach worked successfully in the 20th century, it's precisely the wrong way to motivate people for today's challenges. In Drive , he reveals the three elements of true motivation: * Autonomy - the desire to direct our own lives * Mastery - the urge to get better and better at something that matters * Purpose - the yearning to do what we do in the service of something larger than ourselves Along the way, he takes us to companies that are enlisting new approaches to motivation and introduces us to the scientists and entrepreneurs who are pointing a bold way forward. Drive is bursting with big ideas-- the rare book that will change how you think and transform how you live.- 作者: Daniel H. Pink
- 出版: Riverhead Books
游戏化思维
游戏化入门书。Cousera上Gamification课教授自己的书,讲的比较浅。MOOC课程基于此书,但是扩展了不少内容。推荐去听课。
[内容简介] ●本书由开设了全世界第一个游戏化课程的沃顿商学院副教授凯文·韦巴赫和丹·亨特所著,第一次全面系统地介绍游戏化的理论,阐述了如何将游戏的理念应用到商业实践中。 ●作者指出,在商业竞争日益激烈的今天,传统的激励方式渐渐失效,未来的管理将更多地建立在员工和消费者的内在动机和自我激励上。这些制作精良、设计巧妙的游戏建立在多年来对人类动机和人类心理的研究基础之上,可以最大限度地激发用户的内在动机。将这些游戏设计思维应用到商业和公共管理中的大量实践,也总能产生意料之外的效果。 ●书中分析了大量因采用游戏思维而成功的公司案例,如微软、德勒和Facebook等;第一次全面系统地讲解了游戏化的理念,阐明了游戏思维——像游戏设计师去思考——是怎样激励员工和消费者的,以及如何通过创造更具参与感的体验来激发内外动机,如何构建游戏化系统来具体地改变商业模式。 ●书中分析了具体的游戏元素,明确了构建游戏化系统的6个具体步骤,在指导商业实践方面非常具有可操作性。 [编辑推荐] ●沃顿商学院教授、奥巴马商业顾问、全球游戏化课程创建第一人凯文·韦巴赫解密游戏化思维。 韦巴赫是宾夕法尼亚大学沃顿商学院副教授,技术分析咨询公司超新星集团(Supernova Group)创始人全球通信研究院的资深研究员。奥巴马甫一上任,就认命他为联邦通信委员会过渡团队的顾问之一,协助奥巴马策划其接任美国总统后的政府公关政策。 ●第一本全面系统地讲解游戏化机制的理论指南。 沃顿商学院副教授凯文·韦巴赫和丹·亨特在沃顿商学院开设了全世界第一个游戏化课程,其中韦巴赫在Coursera 上讲授的“大型在线公开课”(mooc),更是吸引了来自逾150 个国家的8 万名学生,获得好评无数。 ●大量丰富、翔实案例为你提供将游戏化运用于实践的方式。书中分析了大量因采用游戏化而成功的案例,这些成功运用游戏化的案例中不乏微软、德勒、耐克和Facebook等知名企业。这些企业通过创造更具参与感的体验来激发内外动机,构建游戏化系统以具体地改变商业模式。 ●湛庐文化出品。- 作者: [美] 凯文·韦巴赫(Kevin Werbach) / [美] 丹·亨特(Dan Hunter)
- 出版: 浙江人民出版社
Hooked : How to Build Habit-Forming Products
此书与游戏化并无直接关系,讲的是如何让用户对产品上瘾,形成习惯。我想,这是所有做产品的人的希望吧。轻单也有这个潜质哦,改天用HOOk模型分析一下。推荐阅读。
Why do some products capture our attention, while others flop? What makes us engage with certain products out of habit? Is there a pattern underlying how technologies hook us? This book introduces readers to the "Hook Model," a four steps process companies use to build customer habits. Through consecutive hook cycles, successful products reach their ultimate goal of bringing users back repeatedly -- without depending on costly advertising or aggressive messaging.Hooked is a guide to building products people can't put down. Written for product managers, designers, marketers, startup founders, and people eager to learn more about the things that control our behaviors, this book gives readers: - Practical insights to create user habits that stick. - Actionable steps for building products people love. - Behavioral techniques used by Twitter, Instagram, Pinterest, and other habit-forming products. Nir Eyal distilled years of research, consulting and practical experience to write a manual for creating habit-forming products. Nir has taught at the Stanford Graduate School of Business and Hasso Plattner Institute of Design. His writing on technology, psychology and business appears in the Harvard Business Review, The Atlantic, TechCrunch, and Psychology Today.- 作者: Nir Eyal
- 出版: CreateSpace Independent Publishing Platform
Punished by Rewards
奖励真的是一件好事吗?错误的时候用了错误的奖励可能会起到反效果哦!
Our basic strategy for raising children, teaching students, and managing workers can be summarized in six words: Do this and you'll get that. We dangle goodies (from candy bars to sales commissions) in front of people in much the same way that we train the family pet. In this groundbreaking book, Alfie Kohn shows that while manipulating people with incentives seems to work in the short run, it is a strategy that ultimately fails and even does lasting harm. Our workplaces and classrooms will continue to decline, he argues, until we begin to question our reliance on a theory of motivation derived from laboratory animals. Drawing from hundreds of studies, Kohn demonstrates that people actually do inferior work when they are enticed with money, grades, or other incentives. Programs that use rewards to change people's behavior are similarly ineffective over the long run. Promising goodies to children for good behavior can never produce anything more than temporary obedience. In fact, the more we use artificial inducements to motivate people, the more they lose interest in what we're bribing them to do. Rewards turn play into work, and work into drudgery. Step by step, Kohn marshals research and logic to prove that pay-for-performance plans cannot work; the more an organization relies on incentives, the worse things get. Parents and teachers who care about helping students to learn, meanwhile, should be doing everything possible to help them forget that grades exist. Even praise can become a verbal bribe that gets kids hooked on our approval. Rewards and punishments are just two sides of the same coin -- and the coin doesn't buy very much. What is needed, Kohn explains, is an alternative to both ways of controlling people. The final chapters offer a practical set of strategies for parents, teachers, and managers that move beyond the use of carrots or sticks. Seasoned with humor and familiar examples, Punished by Rewards presents an argument that is unsettling to hear but impossible to dismiss.- 作者: Kohn, Alfie
- 出版: Replica Books
Gamification by Design
实践性比较强的一本书,主要是对APP,网站等进行“游戏化”。
What do Foursquare, Nike, and Groupon have in common? These websites and many others use game mechanics and game design to deliver a sticky, viral, and satisfying experience to their customers. This book provides the design strategy and tactics you need to integrate gamification into any kind of consumer-facing website, new or existing, with design patterns, meaningful code samples, and in-depth chapters on major gamification APIs. With hundreds of technical and process options to choose from, implementing game mechanics can be complicated. Gamification by Design clarifies the possibilities and offers a series of steps for developers, producers, and product managers who want their websites to deliver powerful consumer engagement and enjoy viral growth. * Understand the true power of games and how they work with your business * Choose the right games for your site, and learn game types by business model * Learn the advantages of building a standalone games channel * Know the rules for gamification design and learn some common devices * Discover what it takes to implement gamification- 作者: Gabe Zichermann / Christopher Cunningham
- 出版: O'Reilly Media
Flow
“心流理论”。幸福与快乐并不是只有安逸与舒坦。符合能力范围内的挑战反而能让人拥有不一样的体验。
You have heard about how a musician loses herself in her music, how a painter becomes one with the process of painting. In work, sport, conversation or hobby, you have experienced, yourself, the suspension of time, the freedom of complete absorption in activity. This is "flow," an experience that is at once demanding and rewarding--an experience that Mihaly Csikszentmihalyi demonstrates is one of the most enjoyable and valuable experiences a person can have. The exhaustive case studies, controlled experiments and innumerable references to historical figures, philosophers and scientists through the ages prove Csikszentmihalyi's point that flow is a singularly productive and desirable state. But the implications for its application to society are what make the book revolutionary.- 作者: Mihaly Csikszentmihalyi
- 出版: Harper Perennial Modern Classics
A Theory of Fun for Game Design
谈的更多的是游戏的“道”,游戏与教育有着太多共同之处。
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling.Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.- 作者: Raph Koster
- 出版: Paraglyph Press
The Gamification of Learning and Instruction
游戏化与教育的交集,作者是教育技术相关从业者,书中内容不仅仅有游戏化方面,还有游戏、模拟等的应用,理论性较强,还不错。
Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face.- 作者: Kapp, Karl M.
- 出版:
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