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Gamification for Product Excellence

You're reading from  Gamification for Product Excellence

Product type Book
Published in Sep 2023
Publisher Packt
ISBN-13 9781837638383
Pages 350 pages
Edition 1st Edition
Languages
Authors (2):
Mike Hyzy Mike Hyzy
Profile icon Mike Hyzy
Bret Wardle Bret Wardle
Profile icon Bret Wardle
View More author details
Toc

Table of Contents (15) Chapters close

Preface 1. Chapter 1: Gamification Basics 2. Chapter 2: Gamification for Product Managers 3. Chapter 3: Gamification Frameworks and Experts 4. Chapter 4: Understanding Your User 5. Chapter 5: Game Mechanics and Psychology 6. Chapter 6: Designing a Gamification Strategy 7. Chapter 7: Implementing Your Gamification 8. Chapter 8: Challenges and Limitations in Gamification 9. Chapter 9: Selling Your Gamification Strategy 10. Chapter 10: Gamifying Your Product Development Processes 11. Chapter 11: Case Studies and Best Practices 12. Chapter 12: The Future of Gamification 13. Index 14. Other Books You May Enjoy

History of gamification

The term gamification seems to have first emerged in 2002, when Nick Pelling, a British programmer and game designer used the term in a blog post to describe the process of using game design mechanics and techniques to make non-game activities more engaging. He was specifically trying to design a game-like interface for ATM machines at the time. However, the term did not initially gain widespread popularity. But, as a concept, gamification was taking place far before the term was established. And more so, as a culture, we have enjoyed games for much of our existence. Before we can discuss how game design theory might be applied to other practices, it is worth looking back at how games themselves got to be an over $200 billion industry… and that goes way back!

The birth of games

Humans have played games for thousands of years. In fact, archaeologists in the Middle East have discovered dice and other gaming artifacts that are thought to be over 3...

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