- Learning Solutions
- Research Library
- Guild Publications
- Sponsored Library
- Online Events Archive
- Conference Archive
- DemoFest Archive
- Product Directory
- Supplier Directory
Getting Gamification Right: 22 Best Practices
April 13, 2017
by Susan Jacobs
When gamification first became popular, it captured the attention of many in the learning and development field. Sensing a hot new trend, designers rushed to incorporate gamified elements in their learning platforms, and pioneering companies hurried to implement the new strategies in the workplace.
Today, many different enterprises in a wide range of industries have embraced gamification and are leveraging it with varying degrees of success. Since designing and launching an effective gamification program often represents a significant investment of time and funds, designers and firms both are committed to getting it right and driving a positive change.
This eBook, Getting Gamification Right: 22 Best Practices, offers guidance for designing and implementing effective gamification initiatives from some of the industry’s leading names. Wondering how detailed your game design should be? How can you tie gamification to your business needs? This eBook explores everything you need to know about implementing gamification in your work.
You do not have access to these files. Please log in or join to view these files.
Back to Library
Recent Job Postings
- Instructional Design Coordinator
Oak Brook, IL
- eLearning Developer
Albany, New York, USA
- Instructional Designer - Global Sales Development
Costa Mesa, CA or remote
- Instructional Designer / Digital Product Development
- Instructional Designer (Epic)