Book Image

Gamification for Product Excellence

By : Mike Hyzy, Bret Wardle
Book Image

Gamification for Product Excellence

By: Mike Hyzy, Bret Wardle

Overview of this book

Are you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have! This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you’ll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You’ll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation. By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional.
Table of Contents (15 chapters)


As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.


4 Keys 2 Fun framework 58, 59

6D Framework 57, 58

building blocks 57


A/B testing 181, 182

Addiction by Design 191

additional players, in game 59

Celia Hodent 60, 61

Jane McGonigal 60

Mihaly Csikszentmihalyi 61, 62

Agile 26

Agile development process

gamifying 250

AI, in gamification

future, examples 299

American Red Cross 273, 274

best practices 274

Apple Watch’s GTM strategy 218, 219

application programming interfaces (APIs) 27

Asana (2012) 103

augmented and virtual reality (AR/VR) 298


back of the napkin 230

Bed Bath & Beyond 284, 285

behavioral tracking, quantitative data and methods

advantages 77

disadvantages 77

examples 78

brainwriting 229

bug-hunting competitions and events 251