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Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests
 
 

Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests [ハードカバー]

Gabe Zichermann , Joselin Linder

参考価格: ¥ 2,098
価格: ¥ 1,870 通常配送無料 詳細
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この本とGamification by Design: Implementing Game Mechanics in Web and Mobile Apps ¥ 1,873 をあわせて買う

Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests + Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
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  • Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps

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商品の説明

内容説明

Harness the power of games to create extraordinary customer engagement with Game-Based Marketing.

Gamification is revolutionizing the web and mobile apps.

Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards  these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities.

Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as:

  • Why good leaderboards shouldn’t feature the Top 10 players.
  • Most games are played as an excuse to socialize, not to achieve.
  • Status is worth 10x more than cash to most consumers.
  • Badges are not enough: but they are important.
  • You don’t need to offer real-world prizing to run a blockbuster sweepstakes.

And learn even more:

  • How to architect a point system that works
  • Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges
  • Maximizing the value and impact of badges
  • Future-proofing your design
  • Challenging users without distraction

Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun.

Are you ready to play?

著者について

Gabe Zichermann is the father of Funware theory and CEO of beamMEthe world's most popular mobile networking platform for professionals. He is a twelve-year game-industry veteran, having worked for CMP Media as the director of marketing for the Game Developers Conference, Gamasutra, and Game Developer magazine, as well as helping to launch and guide Trymedia Systems from start to sale as the first successful online game DRM and distribution company. A resident of New York City, Gabe blogs about games and society at funwareblog.com.

Joselin Linder is a pop culture writer, filmmaker, and entrepreneur. She currently lives in Brooklyn.


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Amazon.com:  27件のカスタマーレビュー
21 人中、21人の方が、「このレビューが参考になった」と投票しています。
Good concept, poorly executed 2010/12/5
By Ms. J. Anne Lees - (Amazon.com)
形式:ハードカバー|Amazonが確認した購入
I am totally on board with the authors' main concept, which is why it was so frustrating to try and read this book.

From start to finish it is poorly written and edited, overly verbose when it could be much clearer and to the point, and nauseatingly vague on important details. For example, it dives into frequent flyer programs without clearly saying what they are, presents grandiose visions of how Facebook could be improved by a leaderboard, and seems to think Starbucks branches have a VIP lane. Plus it keeps using the awful term "Funware" to describe all this.

Throughout, tantalising references are made to interesting concepts or events -- the Microsoft commercial, Flyertalk, Nike+ -- and either assume outright the reader is familiar with these, or provide little followup information for the reader to find out more. Even the section on Richard Bartle, the deity of player characterisation, was poor - lifted straight from Bartle's work with little original material about how this might apply to today's consumers.

If you have any familiarity with games or reward mechanics, you will find this book as disappointing as I did. I wanted to like it, and I want books like this to spread the message that games and fun are a key part of customer engagement. But this book failed to deliver, and needs a serious edit before the 2nd edition. Read an article on gamification instead, and you will come away with all its key points without having wasted your time and money trying to read this.
13 人中、13人の方が、「このレビューが参考になった」と投票しています。
Repetitive, Elementary 2010/12/1
By Richard Benci - (Amazon.com)
形式:ハードカバー
Good concept, really poorly written. The author wastes our time by trying to associate his own trademarked "Funware" name with anything resembling gaming mechanics past and present (including incentive programs that were used before he was even born, such as the Boy Scouts, Mary Kay and S&H Green Stamps).

Overly repetitive use of Frequent Flyer Programs, and very little useful information on using game-based marketing in a non-game entity. I really thought it would show how e-commerce, media, or product companies could deploy game mechanics to create a better user experience.

Gaming Mechanics and Game Dynamics are important to understand, unfortunately, this book doesn't help one bit.
5 人中、5人の方が、「このレビューが参考になった」と投票しています。
Just the basics 2010/9/10
By Melle Gloerich - (Amazon.com)
形式:ハードカバー|Amazonが確認した購入
I agree with Susan Diamond and 'The big shmoo' in that this book just touches the basics and is quite repetitive in using Frequent Flyer Programs as the perfect example of game-based marketing. I'm now reading 'The Art of Game Design: A book of lenses' by Jesse Schell and although it's a much tougher note to crack it is waaaay better in giving you inspiration in using games for marketing or communities.

If you decide to do anything with games you need a more in depth book anyway, so you might as well skip this book because the contents will be covered in the first chapter of every book about games.

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