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For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life.
Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do.
Discover the successes—and failures—of organizations that are using gamification:
● How a South Korean company called Neofect is using gamification to help people recover from strokes
● How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking
● How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash.
© 2024 Ascent Audio (오디오북 ): 9781663737144
출시일
오디오북 : 2024년 9월 24일
국내 유일 해리포터 시리즈 오디오북
5만권이상의 영어/한국어 오디오북
키즈 모드(어린이 안전 환경)
월정액 무제한 청취
언제든 취소 및 해지 가능
오프라인 액세스를 위한 도서 다운로드
친구 또는 가족과 함께 오디오북을 즐기고 싶은 분들을 위해
2-3 계정
무제한 액세스
2-3 계정
무제한 청취
언제든 해지하실 수 있어요
2 계정
17900 원 /월한국어
대한민국