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9780470562239

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

by ;
  • ISBN13:

    9780470562239

  • ISBN10:

    0470562234

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2010-03-29
  • Publisher: Wiley

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Summary

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 distractionBased 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?

Author Biography

Gabe Zichermann is the father of Funware theory and CEO of beamME—the 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.

Table of Contents

Acknowledgmentsp. xiii
Forewordp. xv
Introductionp. 1
The Argument for Loyaltyp. 9
"Stickiness" Is Loyaltyp. 13
Playing with Loyaltyp. 14
The Future of Loyalty—Frequent Flyer Gamesp. 16
Communities of Influence: Flyertalkp. 18
Funware: Putting Fun into Everythingp. 19
Chase "Goes Dutch"p. 20
The Value of Prizesp. 23
Game Mechanicsp. 25
Don't Hate the Player, Hate the Gamep. 28
Passive Playp. 31
The Incidental Games We Playp. 33
Latte Leaders: Status and Levelsp. 34
Black Cards and Red Carpetsp. 36
Keeping Scorep. 38
The Subway Scrum: Rules of Playp. 39
The Bar Brawl: Demonstrable Statusp. 41
The Components of Funwarep. 43
Social Networks and Leaderboardsp. 45
Social Network Clutterp. 47
Marketing with Social Networksp. 48
Orkut: A Case Study in Leaderboard Effectivenessp. 48
Funware at Work: Facebook Friend Gamesp. 50
No News Isn't Good Newsp. 51
Leaderboards in Businessp. 52
The Jigsaw Examplep. 53
Correctly Using Leaderboardsp. 55
Points Proxy: Masking and Directing Behaviorsp. 57
Wal-Mart and the Theory of Relativismp. 59
Leaderboard Levelsp. 61
Leaderboards: The Top 10p. 62
Funware Mechanics: Points and Beyondp. 65
Making Points the Pointp. 68
Point Mechanics and Brandingp. 69
Virtual Economicsp. 70
Virtual Currencyp. 71
Real-World Value versus Virtual Valuep. 72
Creating an Easy and Effective Virtual Economyp. 73
Badging Playersp. 74
Newbie Badgesp. 77
Building Levelsp. 77
America's Armyp. 80
Defining and Meeting Goalsp. 81
Bringing Players into the Gamep. 85
Tracking Behaviorp. 87
Meaningful Status Displaysp. 88
Prizes and Games of Chancep. 91
The Ansari X PRIZE: The Power of Games to Change the Worldp. 93
Can't Buy Me Love: Choosing Prizesp. 95
Games of Chancep. 97
Games of Chance and the Lawp. 98
McDonald's Monopoly Game: A Case Studyp. 99
The Value of a Prizep. 102
Long-Term Motivation and Customer Loyaltyp. 104
Gaming the Systemp. 105
Amazon Reviews: Community Policing at Its Finestp. 106
Using Sweepstakes to Fight Gamingp. 107
Virtual Points and Prizesp. 108
The Ultimate Funware: Frequent Flyer Programsp. 111
Frequent Flyer Programs Take Offp. 114
What Business Are Airlines In?p. 114
Designing the Frequent Flyer Massive Multiplayer Online Gamep. 117
The Power of Pointsp. 119
Getting There without Pointsp. 122
Real-World Redemptions: Do They Matter?p. 122
The Solution Is Virtual Goodsp. 123
But Does Redemption Matter?p. 125
Levels and Badges in FFPsp. 126
Throwing Your Weight Aroundp. 127
Benefits of Statusp. 129
The Level Error of FFPsp. 132
Going Above and Beyond: The Boss Levelp. 133
Challenges and Contestsp. 135
United's Team Challengep. 137
Making It Work for Youp. 138
Know Thy Playerp. 141
Bartle's Player Typesp. 144
Achievers (♦)p. 145
Socializers (♥)p. 146
Explorers (♠)p. 147
Killers (♣)p. 147
The Naïve Playerp. 148
Competitiveness: The Most Important Motivation?p. 150
Closing the Gender Gapp. 153
Nike+: Early Adopter Advantagep. 154
Fahrvergnügen's Failurep. 156
The Wrap-Upp. 158
The Future of Gamers: Generation Gp. 161
A Generation Gapp. 163
What Makes Generation G Special?p. 164
The Trendsp. 165
Smith & Tinkerp. 166
The Gulf Is Realp. 171
The Effect of Games: Tetris, Team Building, and Tug of Warp. 173
The Character of a Generation of Gamersp. 174
Conclusion: Successfully Marketing to Generation Gp. 177
Motivating Sales with Funware: Getting Employees into the Gamep. 181
Front Line and Top of Mindp. 183
Bitten by the Achievement Bugp. 185
Mary Kay: Generating Loyaltyp. 187
Trust and Motivational Funwarep. 188
Sales Teams and Customer Trust: Pep Boysp. 190
Making the Corporate Personal through Gamesp. 191
Funware at Work: Wells Fargo's Stagecoach Islandp. 192
Playing Togetherp. 194
Everyone Wins: Games in Your Businessp. 197
Product Powerp. 199
Advergames and In-Game Advertisingp. 200
Pursuing, Engaging, and Rewarding Customers: The Business of Lifestylesp. 202
Arming Your Businessp. 202
First Steps Are the Hardestp. 203
Do It for the Childrenp. 204
Funware on the Risep. 205
Referencesp. 207
Indexp. 211
Table of Contents provided by Ingram. All Rights Reserved.

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