Gamification for Business Book Summary - Gamification for Business Book explained in key points
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Gamification for Business summary

Sune Gudiksen, Jake Inlove

Why Innovators and Changemakers Use Games to Break Down Silos, Drive Engagement and Build Trust

4 (86 ratings)
20 mins

Brief summary

'Gamification for Business' by Sune Gudiksen and Jake Inlove is a guidebook that explores the ways in which gamification can be used to improve business operations and engage customers. It offers insight into designing and implementing successful gamification strategies.

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    Gamification for Business
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    Games facilitate learning and level the playing field. 

    Think back to when you were a child and the games you used to play. Maybe you had a favorite toy that accompanied you on imaginary expeditions through blistering winds and scorching deserts, or a castle built entirely from Lego. Or maybe getting lost in the trees in a game of hide-and-seek was more your thing. 

    Whatever these weird and wonderful games were, they helped you learn and develop through tactile experiences and actions. 

    This learning-by-making is sometimes referred to as constructionism, a term coined by MIT professor Seymour Papert and entrepreneur Idit Harel. According to their research, combining multiple senses – for example, seeing and touching – helps us to process and absorb information better.

    This is what happens in games. Often, we’re given physical objects – like colorful cards or game pieces that we have to maneuver or arrange – and scenarios that force us to think outside the box. In short, we learn and get better by doing.

    That’s why games are useful to businesses: they help employees build new skills and create an environment in which they can explore and formulate new ideas. 

    Games can also help to shake up the usual hierarchy of an organization and create a space where people can meet on a level playing field. Imagine being part of a soccer team. When you’re out on the field, it doesn’t matter who you are, where you come from, or what you do for a job – all that matters is your ability and willingness to play.

    This is what gamification experts Katie Salen and Eric Zimmerman refer to as a magic circle. When we play games, we become part of a new reality where different social rules apply. Games pull us out of our usual ways of operating, allowing us to move in and out of different roles and imagine new ways of working. 

    As the authors explain, businesses often squeeze the fun out of meetings and training sessions, creating a stale environment that lacks creativity. Why? Because they believe play isn’t a productive way to help employees learn and acquire new skills. 

    But as the following blinks will show, using games can help businesses solve an array of organizational problems and yield multiple rewards. 

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    What is Gamification for Business about?

    Gamification for Business (2018) explores how businesses can use games to overcome organizational challenges and optimize performance. Drawing on their extensive experience in game design and innovation, Sune Gudiksen and Jake Inlove show how games can be leveraged to encourage teamwork, boost employee motivation, and map out new pathways for progress and change. 

    Gamification for Business Review

    Gamification for Business (2015) is a valuable resource for those interested in leveraging game techniques to drive business results. Here's why this book is worth reading:

    • It provides a step-by-step approach to implementing gamification in a business context, making it practical and actionable.
    • Offering real-world case studies and success stories, the book demonstrates the effectiveness of gamification in enhancing employee engagement and customer loyalty.
    • With its insightful analysis of game design principles and their application to business challenges, the book keeps readers engaged and inspires creative problem-solving.

    Best quote from Gamification for Business

    Business games are a vital ingredient in innovation pursuits and the process of change.

    —Sune Gudiksen, Jake Inlove
    example alt text

    Who should read Gamification for Business?

    • Businesses seeking to iron out organizational problems and spur innovation
    • Educational institutions looking for new ways to inspire and engage students
    • Anyone needing a creative boost to hatch new ideas

    About the Author

    Sune Gudiksen is an associate professor of design and innovation management at Design School Kolding in Denmark and the founder of the Biz Games community platform. Jake Inlove holds a master’s degree in Education Science from the University of Aarhus and is a game designer and innovation consultant. Together, they founded Gamebridges, a company that creates business games to help organizations stimulate innovation. 

     

    © Sune Gudiksen & Jake Inlove, 2018. This Summary of Gamification for Business is published by arrangement with Kogan Page.

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    Gamification for Business FAQs 

    What is the main message of Gamification for Business?

    The main message of Gamification for Business is that gamification can be a powerful tool for improving business performance and engaging customers.

    How long does it take to read Gamification for Business?

    The reading time for Gamification for Business varies depending on the reader's speed, but it typically takes several hours. However, the Blinkist summary can be read in just 15 minutes.

    Is Gamification for Business a good book? Is it worth reading?

    Gamification for Business is a valuable read for anyone interested in leveraging gamification for business success. It provides practical insights and examples to help you understand and apply gamification principles.

    Who is the author of Gamification for Business?

    The authors of Gamification for Business are Sune Gudiksen and Jake Inlove.

    What to read after Gamification for Business?

    If you're wondering what to read next after Gamification for Business, here are some recommendations we suggest:
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    • Leading Without Authority by Keith Ferrazzi with Noel Weyrich
    • The Infinite Game by Simon Sinek
    • The Body by Bill Bryson
    • The Culture Engine by S. Chris Edmonds
    • The Almanack of Naval Ravikant by Eric Jorgenson
    • The Creative Thinking Handbook by Chris Griffiths & Melina Costi
    • The Coming Wave by Mustafa Suleyman
    • Leveraged Learning by Danny Iny