Press start: Using gamification to power-up your marketing (Record no. 22153)
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000 -LEADER | |
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fixed length control field | 03451 a2200205 4500 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | OSt |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240331115732.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240327b |||||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 978-1472970510 |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 658.872 |
100 ## - MAIN ENTRY--PERSONAL NAME | |
Personal name | Griffin, Daniel |
245 ## - TITLE STATEMENT | |
Title | Press start: Using gamification to power-up your marketing |
260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
Place of publication, distribution, etc. | London, |
Name of publisher, distributor, etc. | Bloomsbury Publishing: |
Date of publication, distribution, etc. | 2019. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | ix, 278p., note., ref., bib., ind., 23 cm X 15 cm |
500 ## - GENERAL NOTE | |
General note | Recommended by: Kallol Das<br/>--------------------------------------- |
521 ## - TARGET AUDIENCE NOTE | |
Target audience note | Content:<br/><br/>Section 1: Theory; Chapter 1: What is gamification?; Asking the experts: 'What is gamification?'; Before we begin: What is a game?; Warning: When a game isn't a game; What are game elements?; What is game design?; What are non-game contexts?; What isn't gamification?; Finally, what is gamification then?; Summary: Chapter 1; Chapter 2: The rise of games; The dawn of games; The changing landscape of games and gamers; Summary: Chapter 2 Chapter 3: The power behind gamesControl, structure and escapism; Knowledge as an immersive hook; Community and self-empowerment for your customers; Communities and communal narratives for your brand; Summary: Chapter 3; Chapter 4: The biology of motivation; Are you smarter than a rat?; Are you smarter than a dog?; Are you smarter than yesterday?; We're all obsessive, in some form; You versus the wizard; Dopamine and gamification; Summary: Chapter 4; Chapter 5: The evolution of human needs; Understanding our basic motivators; Physiological needs; Safety and shelter; Intimacy We are still animals at heartGreater than their sum: Community motivators; Give and take: Socio-economic motivators; Expectancy theory; The endowment effect; The missing piece; Summary: Chapter 5; Chapter 6: Motivation in a developed world; Motivation and Maslow's hierarchy of needs; Making self-actualisation less 'fluffy'; Connecting drives, habits and rewards; Linking to marketing-gamification; Summary: Chapter 6; Section 2: Tools; Chapter 7: Building your tower<br/>The staircase of Purpose; What is purpose in gamification? How does it motivate?; One step at a time; When purpose succeeds Purpose game mechanicsWhere can purpose fail?; Summary: Chapter 7; Chapter 8: Building your tower<br/>The gateways of Mastery; What is mastery in relation to gamification?; Mastery game mechanics; Where can mastery fail?; Summary: Chapter 8; Chapter 9: Building your tower<br/>The passages of Autonomy; What is autonomy and how does it motivate?; Autonomy and gamification; Autonomy game mechanics; Where can autonomy fail?; Balancing the use of autonomy; Summary: Chapter 9; Chapter 10: Building your tower<br/>The mirrors and windows of Esteem; What is esteem in relation to gamification? Calculating the value of esteemEsteem game mechanics; Where can esteem fail?; Summary: Chapter 10; Chapter 11: Building your tower<br/>The chambers of Belonging; What is belonging in relation to gamification?; Wanted: Someone just like me; Three phases to belonging: seeking, building, comparing; Belonging game mechanics; Where can belonging fail?; Summary: Chapter 11; Chapter 12: Building your tower<br/>The parapets of safety and physiological needs; Value versus risk: the double-edged sword of safety in gamification; Perceived value; Randomness and transparency |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
General subdivision | internet marketing |
-- | social media |
-- | strategic planning |
-- | gamification |
700 ## - ADDED ENTRY--PERSONAL NAME | |
Personal name | Meer, Albert van der |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Source of classification or shelving scheme | Dewey Decimal Classification |
Koha item type | Books |
Withdrawn status | Lost status | Source of classification or shelving scheme | Damaged status | Not for loan | Home library | Current library | Date acquired | Source of acquisition | Cost, normal purchase price | Inventory number | Total Checkouts | Full call number | Barcode | Date due | Date last seen | Date last checked out | Cost, replacement price | Price effective from | Koha item type |
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Dewey Decimal Classification | KEIC | KEIC | 03/26/2024 | Kushal Books | 2188.00 | 999 | 1 | 658.872 GRI | 22906 | 04/27/2024 | 03/28/2024 | 03/28/2024 | 3464.00 | 03/26/2024 | Books |