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For the win = the power of gamification and game thinking in business, education, government, and social impact /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
For the win/ Kevin Werbach and Dan Hunter.
Reminder of title:
the power of gamification and game thinking in business, education, government, and social impact /
Author:
Werbach, Kevin.
other author:
Hunter, Dan.
Published:
Philadelphia :Wharton School Press, : c2020.,
Description:
1 online resource (152 p.)
Subject:
Games - Psychological aspects. -
Online resource:
https://www.degruyterbrill.com/isbn/9781613631041
ISBN:
9781613631041
For the win = the power of gamification and game thinking in business, education, government, and social impact /
Werbach, Kevin.
For the win
the power of gamification and game thinking in business, education, government, and social impact /[electronic resource] :Kevin Werbach and Dan Hunter. - Rev. and Updated ed. - Philadelphia :Wharton School Press,c2020. - 1 online resource (152 p.)
Includes bibliographical references and index.
Frontmatter -- Contents -- Introduction: Why Can't Life Be Fun? -- Level 1 Getting into the Game: An Introduction to Gamification -- Level 2 Game Thinking: Learning to Think Like a Game Designer -- Level 3 Why Games Work: The Rules of Motivation -- Level 4 The Gamification Toolkit: Game Elements -- Level 5 Game Changer: Six Steps to Gamification -- Level 6 Epic Fails: And How to Avoid Them -- Endgame: In Conclusion -- Acknowledgments -- Glossary -- Additional Resources -- Index -- About the Authors -- About Wharton School Press -- About the Wharton School.
Mode of access: Internet via World Wide Web.
In English.
ISBN: 9781613631041
Standard No.: 10.9783/9781613631041doiSubjects--Topical Terms:
1009546
Games
--Psychological aspects.
LC Class. No.: HF5415.12615 / .W47 2020
Dewey Class. No.: 650.1
For the win = the power of gamification and game thinking in business, education, government, and social impact /
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For the win
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the power of gamification and game thinking in business, education, government, and social impact /
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Kevin Werbach and Dan Hunter.
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Rev. and Updated ed.
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Philadelphia :
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Wharton School Press,
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c2020.
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1 online resource (152 p.)
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Includes bibliographical references and index.
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Frontmatter -- Contents -- Introduction: Why Can't Life Be Fun? -- Level 1 Getting into the Game: An Introduction to Gamification -- Level 2 Game Thinking: Learning to Think Like a Game Designer -- Level 3 Why Games Work: The Rules of Motivation -- Level 4 The Gamification Toolkit: Game Elements -- Level 5 Game Changer: Six Steps to Gamification -- Level 6 Epic Fails: And How to Avoid Them -- Endgame: In Conclusion -- Acknowledgments -- Glossary -- Additional Resources -- Index -- About the Authors -- About Wharton School Press -- About the Wharton School.
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Mode of access: Internet via World Wide Web.
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In English.
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Description based on online resource; title from PDF title page (publisher's Web site, viewed September 18 2025)
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Games
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Psychological aspects.
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Gamification.
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Marketing
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Social aspects.
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Success in business.
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Hunter, Dan.
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https://www.degruyterbrill.com/isbn/9781613631041
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