For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life.
Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do.
Discover the successes—and failures—of organizations that are using gamification:
â—Ź How a South Korean company called Neofect is using gamification to help people recover from strokes
â—Ź How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking
â—Ź How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash.