Gamification for Product Excellence Make Your Product Stand Out with Higher User Engagement, Retention, and Innovation

Streamline your product management process with gamification strategies, frameworks, and best practices from experts to create remarkable products Key Features Design gamification frameworks that captivate users and deliver a compelling experience Build a successful gamification strategy to go from...

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Detalles Bibliográficos
Otros Autores: Hyzy, Mike, author (author), Wardle, Bret, author, Zichermann, Gabe, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing [2023]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009769032906719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Endorsements for Gamification for Product Excellence
  • Description
  • Dedication
  • Foreword
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Gamification Basics
  • Introduction to gamification
  • Games as a business
  • Gamification basics
  • History of gamification
  • The birth of games
  • Games as motivators
  • Gaming goes electronic
  • Games in the home and everyday life
  • Connectivity in game design
  • Key concepts in gamification
  • Reward systems
  • Progress tracking
  • Narrative and storytelling
  • Social engagement
  • Game psychology
  • Where gamification stands today
  • Gamification ethics and planning
  • Industry acceptance
  • Summary
  • Further reading
  • Chapter 2: Gamification for Product Managers
  • Product manager core competencies
  • Product managers' emotional quotient (PMEQ)
  • "Elite eight" product manager skills
  • How this book fits into your product career
  • Gamification increases user engagement
  • Benefits of gamification for user engagement
  • Why the app was created
  • Gamification can give "nudges" to desired behaviors
  • Gamification differentiates your product and breaks the status quo
  • Summary
  • Chapter 3: Gamification Frameworks and Experts
  • Gamification frameworks and methodologies
  • The MDA framework
  • The Fogg Behavior Model
  • The SCARF Model
  • HEXAD User Type Framework
  • The Octalysis Framework
  • The Hooked Model
  • The RAMP framework
  • SAPS Reward Framework
  • RECIPE Framework
  • The Game Thinking Framework
  • The PBL Model
  • 6D Framework
  • 4 Keys 2 Fun
  • Additional players in the game
  • Jane McGonigal
  • Celia Hodent
  • Mihaly Csikszentmihalyi
  • Summary
  • Further reading
  • Chapter 4: Understanding Your User
  • Market research, data, and collection methods
  • Primary research
  • Secondary research.
  • Qualitative versus quantitative methods
  • Sample size and sampling methods
  • Sample size example
  • Understanding user motivation and behavior
  • Triangulating insights and bridging the qualitative-quantitative divide
  • Applying market research insights to drive product excellence
  • Creating user personas and Jobs to Be Done
  • Personas
  • JTBD
  • Summary
  • Chapter 5: Game Mechanics and Psychology
  • Reward systems
  • Point redemption
  • Punch cards
  • Referral systems
  • Content unlocks
  • Memberships
  • Community recognition
  • Purchase matching
  • Random loot
  • Progress tracking
  • Points
  • Leveling
  • Badges
  • Achievements
  • Completion scores
  • Step counters
  • Completion rewards
  • Tests of knowledge
  • Accomplishment splashes
  • Save points
  • Anniversary call-out
  • Narrative and storytelling
  • Customer reviews
  • Environmental, Social, and Governance
  • Year in review
  • Inventory systems
  • User profiles
  • Avatars
  • Mentor
  • Abandonment capture
  • User research artifacts
  • Social engagement
  • High scores
  • Leaderboards
  • Live collaboration
  • Share button
  • Voting
  • Reactions
  • Chat
  • Friends and follow
  • Game psychology
  • Clues
  • Layering
  • Experimentation
  • Ambiance
  • Repetition
  • Landmarking
  • Easter eggs
  • Emergent behavior
  • Boss fights
  • Combos
  • Summary
  • Further reading
  • Chapter 6: Designing a Gamification Strategy
  • Setting goals and objectives
  • Defining OKRs
  • Defining success metrics
  • Selecting your personas and JTBD to design around
  • Choosing the right game mechanics
  • Hi-Z Fitness
  • PMM
  • Creating a game loop
  • Create progression systems
  • Encourage social interaction
  • Include challenges and variety
  • Incorporating gamification into the user experience
  • Creating a user journey map
  • Creating a user flow diagram
  • Wireframes
  • Summary.
  • Chapter 7: Implementing Your Gamification
  • Decoding your gamification
  • Building your implementation team
  • Building a prototype
  • Building your product
  • Writing user stories
  • Milestones and iteration testing
  • Product and feature launch
  • The full product launch
  • New feature rollouts
  • Setting up tools to track performance
  • Making data-driven decisions
  • User acquisition
  • Activation
  • Monetization
  • Retention
  • A/B testing
  • Pivot or persevere
  • Creating a process of continual improvement
  • Implementing feedback loops
  • Summary
  • Chapter 8: Challenges and Limitations in Gamification
  • Keeping gamification ethical
  • Addiction by Design
  • Balancing gamification and user privacy
  • Anonymization and aggregation of data
  • User control and consent
  • Accessibility to all users
  • Ensuring gamification doesn't harm the user experience
  • Avoiding common pitfalls and mistakes
  • Behavioral insights
  • Another example of mistakes from prominent literature
  • Summary
  • Further reading
  • Chapter 9: Selling Your Gamification Strategy
  • Building your business case
  • Use case - Kahoot
  • Step-by-step guide for creating a compelling business case for gamification
  • Leadership buy-in
  • Example of utilizing the Pyramid Principle
  • Relationship building
  • Use case - Atlassian
  • Cross-functional teams
  • GTM strategy
  • Case study - Apple Watch
  • Case study - GuruShots
  • Case study - Peloton
  • Summary
  • Further reading
  • Chapter 10: Gamifying Your Product Development Processes
  • The draft game
  • Utilizing design thinking to create gamified activities for product development
  • Empathize - understanding your team's needs and motivations
  • Define - setting clear goals and objectives for gamified activities
  • Ideate - brainstorming creative gamification strategies
  • Prototype - designing and testing gamified activities.
  • Implement - integrating gamified activities into your product development process
  • Gamifying your product development process
  • Gamifying the ideation process
  • Ideation and innovation sessions
  • Recognizing and rewarding top contributors
  • Gamifying product vision and strategy development
  • Collaborative workshops with gamified reward systems
  • Creating team-based challenges and goals
  • Gamifying market research
  • Competitive rewards for achieving milestones in market research
  • RICE scoring for feature prioritization
  • Gamifying user experience (UX) design
  • Design challenges and competitions
  • Leveling up your UX and UI teams
  • Gamifying product management
  • Gamifying product development and execution
  • Reward systems for meeting development milestones
  • Sprint-based challenges and rewards
  • Encouraging cross-functional collaboration in product development
  • Gamifying product feedback and continuous improvement
  • Improvement challenges and rewards
  • Gamifying user testing and feedback collection
  • Gamifying gathering requirements
  • Gamifying the process
  • Gamifying backlog refinement
  • Gamifying the Agile development process
  • Gamified task management systems
  • Themed retrospectives
  • Gamifying quality assurance and testing
  • Reward systems to find and report bugs
  • Product implementation
  • Gamifying product launch planning
  • Gamifying the product launch process
  • Team-based rewards and recognition for successful launches
  • Post-launch goals and challenges to maintain motivation
  • Gamifying post-launch monitoring and analysis
  • Leveling up your product marketing team
  • Summary
  • Further reading
  • Chapter 11: Case Studies and Best Practices
  • Brands that master gamification
  • Duolingo
  • Strava
  • GuruShots
  • The American Red Cross
  • Habitica
  • Prodigy.
  • Gamification strategies that contributed to their success
  • Best practices and lessons learned
  • TerryBerry
  • Bed Bath &amp
  • Beyond (Overstock)
  • Entrenuity
  • Summary
  • Further reading
  • Chapter 12: The Future of Gamification
  • Gamification on Earth in 2033
  • Drivers and signals of change
  • Drivers of change
  • Signals of change
  • Four examples of how gamification will shape the future
  • Technology drivers of change
  • Signals of change - how AI is changing the future
  • Regulation and policy drivers of change
  • Signals of change - deregulation of gambling
  • Drivers of change - shifts in the workforce
  • Signal of change - Upwork
  • Driver of change - health and wellness
  • Signal of change - improved health through gamification
  • Summary
  • Index
  • About Packt
  • Other Books You May Enjoy.