effective use of gamification techniques in the practical world
The Effective Use of Gamification Techniques in the Practical World
By Jurgen De Smet

The book ‘The Effective Use of Gamification Techniques in the Practical World’ will probably be the only book you will have to buy. It covers everything you need to know. Even if you are a beginner to all this, you will become an expert in the field after you have gone through the book thoroughly.

What is Gamification? This term was coined way back in 2002 by a British man named Nick, however it wasn’t until the year 2010 that the term got popular. Gamification is using the tactics from gameplay to solve problems in the real world. Nowadays there is a lot of research being carried out on Gamification but this book is perhaps the best at explaining it in an easy and clear manner. 

This book will help you to find out all you need to know while keeping everything simple and precise. Learning about Gamification is so important because it has so many different applications. Top notch, famous companies such as Starbucks have used the help of Gamification to stay on top. In fact, it is not only Starbucks; lots of different businesses make use of Gamification as it is clearly very important in the marketing sector. However, the use of Gamification is not only extended to the marketing sector of the business world, rather its uses are very widespread. Each chapter in this book shows how Gamification can influence a different sector of this world; it is a book you must have on your shelf. 

‘The Effective Use of Gamification Techniques in the Practical World’ initially starts narrating some very basic things. It takes the reader from the bottom to the top of the ladder in a very systematic manner. It explains in depth why Gamification is important and then helps you learn all the tricks! The reader learns about ‘Gamification of learning’ in detail, and then moves on to learning about ‘game storming’, ‘games that help you grow’ and finally ‘Gamifications’ link with the business world’. 

At the end of the book, the reader is even given a glimpse into the future as he goes through ‘the future of Gamification’. Towards the end, the book also throws light on the pros and cons of Gamification, fully showing off what the positive and negative aspects of this theory are. It can therefore be said without a doubt that this book is the only one you’ll need to buy. It is so extensive that it covers each topic in great depth. Something that will definitely change the readers’ life; i.e., the readers can actually implement what they have learnt.