Over dit boek

Stop bolting points and badges onto everything. Start designing experiences people actually want.

Most gamification fails for the same reason: it copies the surface of great games—points, badges, and leaderboards—while ignoring the engine underneath. The result is a boring task with a scoreboard slapped on top, and engagement that collapses the moment the novelty wears off.

Gamification in Practice is the no-nonsense field guide that fixes this. Whether you're a complete beginner or a working professional in product, marketing, HR, education, or team leadership, you'll learn to design motivation first and mechanics second—the order the best designers actually use.

Written in plain, practical language and packed with real-world examples—from Duolingo and Starbucks Rewards to Wikipedia, Foldit, and the Stockholm piano staircase—this book turns a fuzzy buzzword into a repeatable craft.

Inside, you'll learn how to:

Understand what truly motivates people—intrinsic vs. extrinsic motivation—and why rewards can backfire

Apply the 8 core drives that power every human action

Use the three building blocks of design: dynamics, mechanics, and components

Deploy points, badges, and leaderboards the right way (and know when not to)

Identify the 6 player types and design for all of them, not just people like you

Map the player journey from first click to long-term loyalty

Follow a clear, 9-step design process you can use on any project

Build habits and customer loyalty that outlast any discount

Avoid dark patterns and design ethically, even with vulnerable users

Who this book is for:product managers, UX and behavioral designers, marketers, HR and L&D leaders, educators, startup founders, and anyone who needs people to choose a behavior—and stick with it.

If you liked Actionable Gamification, Hooked, or Drive, this practical guide gives you the frameworks and the step-by-step process to put those ideas to work today.

Turn engagement from guesswork into design. Scroll up and grab your copy now.

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