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Game On: Energize Your Business with Social Media Games Paperback – April 12, 2011
"Devoted" by Dean Koontz
For the first time in paperback, from Dean Koontz, the master of suspense, comes an epic thriller about a terrifying killer and the singular compassion it will take to defeat him. | Learn more
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From the Back Cover
This may be the most revolutionary book you read this year
We all played games as children. Today, millions of us lose ourselves in massively multiplayer games like World of Warcraft, strategy games like League of Legends, and social media games like FarmVille. Games satisfy our need to interact, compete, and exercise our imagination. And they're fun.
What if your business offered those rewards to your customers?
Consider looking at your businesswhatever it isas if it were a game. Open this book, turn your imagination loose, and discover how fun can generate energy that boosts your bottom line.
A marketer who wants to find and keep customers?
A product designer who wants to create a memorable customer experience?
A website designer who wants to keep visitors coming back?
An executive who wants to make customers happy and boost profits?
A game designer who wants to create a better social game?
This book is for you!
About the Author
Jon Radoff is an entrepreneur who focuses on entertainment and social communities. He created one of the original commercial games on the Internet, Legends of Future Past, and founded a content management system that foreshadowed modern blog and wiki technology. His newest startup, Disruptor Beam, is a social game publisher.
- Item Weight : 1.14 pounds
- Paperback : 432 pages
- ISBN-13 : 978-0470936269
- Publisher : Wiley; 1st edition (April 12, 2011)
- Product dimensions : 6.1 x 0.9 x 9 inches
- Language: : English
- Best Sellers Rank: #2,150,959 in Books (See Top 100 in Books)
- Customer Reviews:
Top reviews from the United States
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I Loved the Virality Chapter... it explains so methodically why Facebook Games work, and how to measure and improve Virality.
I Enjoyed the ideas of Life/Work as a Game.
I Liked the Game Design topics as well (even though I'm not a designer), as it applies contextually to "business/system design" of which I am both.
More references and illustrations to research would have been helpful (with URLs on the pages, so I can get PDFs/etc.).
More pictures of the games mentioned (in color would have been nice too!). (use as examples).
When I started the book, I was a little taken aback by the "read this book as a game" idea... but as I played my way through the chapters, I realized that I was thinking constantly about my "knowledge score". I started making little +1 marks near anything I learned I didn't know before. My total score is +134. How many books can you read where you can actually say you learned 134 new things, that you can use in your everyday life? The heaviest chapter for me was the one on Virality. +48 from that chapter alone.
I wholeheartedly recommend this book to anyone who is interested in: Business, Society, Games, Game Marketing, Marketing, Game Design, or even has a passing interest in Facebook and/or Virality.
I think the technical editor of the book, Ethan Kidhardt may have plentiful experience to build up the framework of the systematic game design.
Nowadays game productions have to be managed/produced with the system or pattern to control/promote the emotional flow, like that the older entertainment productions, movies or TV show series, does.
Unfortunately each section of this book just suggests the idea, not to deal something to practical level.
It would be great if this book presented a big flow to build up an example game producing project.
But it's very rare to meet the book on game system itself like this.
Jon Radoff's brilliant new book has captured the essence of using gaming to make the engagement memorable and fun. His writing style is an excellent blend of technical/business and story telling, making the premise of his book easy to grasp, benefit from and interesting to read. The book is organized so that whether you are a developer, an impressario/commercial user or an artisan/designer, that you have different paths of the text to choose from making it read as if the book was written just for you. Radoff's business game advice is not just timely, but is a novel approach to helping any company demonstrate their corporate culture, vibe and soul. In particular, he advises companies to view customers as "players" and to use human behavior analysis of customers to decide what your player (ie- customer) experience should include... well, er - its just fascinating!
If you are an entrepreneur, web content developer, a seasoned marketing executive or everyone in between - you should make it a point to take advantage of Radoff's book...it's that good.
All Game or Business classes should require this book.