Description

Book Synopsis
Harness the power of games to create extraordinary customer engagement with Game-Based Marketing.

Gamification is revolutionizing the web and mobile apps.

Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities.

Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga's Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as:

  • Why good leaderboards should

    Table of Contents

    Acknowledgments xiii

    Foreword Robin Kent xv

    Introduction 1

    Chapter 1 The Argument for Loyalty 9

    ‘‘Stickiness’’ Is Loyalty 13

    Playing with Loyalty 14

    The Future of Loyalty—Frequent Flyer Games 16

    Communities of Influence: Flyertalk 18

    Funware: Putting Fun into Everything 19

    Chase ‘‘Goes Dutch’’ 20

    The Value of Prizes 23

    Game Mechanics 25

    Don’t Hate the Player, Hate the Game 28

    Chapter 2 Passive Play 31

    The Incidental Games We Play 33

    Latte Leaders: Status and Levels 34

    Black Cards and Red Carpets 36

    Keeping Score 38

    The Subway Scrum: Rules of Play 39

    The Bar Brawl: Demonstrable Status 41

    The Components of Funware 43

    Chapter 3 Social Networks and Leaderboards 45

    Social Network Clutter 47

    Marketing with Social Networks 48

    Orkut: A Case Study in Leaderboard Effectiveness 48

    Funware at Work: Facebook Friend Games 50

    No News Isn’t Good News 51

    Leaderboards in Business 52

    The Jigsaw Example 53

    Correctly Using Leaderboards 55

    Points Proxy: Masking and Directing Behaviors 57

    Wal-Mart and the Theory of Relativism 59

    Leaderboard Levels 61

    Leaderboards: The Top 10 62

    Chapter 4 Funware Mechanics: Points and Beyond 65

    Making Points the Point 68

    Point Mechanics and Branding 69

    Virtual Economics 70

    Virtual Currency 71

    Real-World Value versus Virtual Value 72

    Creating an Easy and Effective Virtual Economy 73

    Badging Players 74

    Newbie Badges 77

    Building Levels 77

    America’s Army 80

    Defining and Meeting Goals 81

    Bringing Players into the Game 85

    Tracking Behavior 87

    Meaningful Status Displays 88

    Chapter 5 Prizes and Games of Chance 91

    The Ansari X PRIZE: The Power of Games to Change the World 93

    Can’t Buy Me Love: Choosing Prizes 95

    Games of Chance 97

    Games of Chance and the Law 98

    McDonald’s Monopoly Game: A Case Study 99

    The Value of a Prize 102

    Long-Term Motivation and Customer Loyalty 104

    Gaming the System 105

    Amazon Reviews: Community Policing at Its Finest 106

    Using Sweepstakes to Fight Gaming 107

    Virtual Points and Prizes 108

    Chapter 6 The Ultimate Funware: Frequent Flyer Programs 111

    Frequent Flyer Programs Take Off 114

    What Business Are Airlines In? 114

    Designing the Frequent Flyer Massive Multiplayer Online Game 117

    The Power of Points 119

    Getting There without Points 122

    Real-World Redemptions: Do They Matter? 122

    The Solution Is Virtual Goods 123

    But Does Redemption Matter? 125

    Levels and Badges in FFPs 126

    Throwing Your Weight Around 127

    Benefits of Status 129

    The Level Error of FFPs 132

    Going Above and Beyond: The Boss Level 133

    Challenges and Contests 135

    United’s Team Challenge 137

    Making It Work for You 138

    Chapter 7 Know Thy Player 141

    Bartle’s Player Types 144

    Achievers (^) 145

    Socializers (˘) 146

    Explorers (¯) 147

    Killers (¨) 147

    The Naı¨ve Player 148

    Competitiveness: The Most Important Motivation? 150

    Closing the Gender Gap 153

    Nike+: Early Adopter Advantage 154

    Fahrvergn€ugen’s Failure 156

    The Wrap-Up 158

    Chapter 8 The Future of Gamers: Generation G 161

    A Generation Gap 163

    What Makes Generation G Special? 164

    The Trends 165

    Smith & Tinker 166

    The Gulf Is Real 171

    The Effect of Games: Tetris, Team Building, and Tug of War 173

    The Character of a Generation of Gamers 174

    Conclusion: Successfully Marketing to Generation G 177

    Chapter 9 Motivating Sales with Funware: Getting Employees into the Game 181

    Front Line and Top of Mind 183

    Bitten by the Achievement Bug 185

    Mary Kay: Generating Loyalty 187

    Trust and Motivational Funware 188

    Sales Teams and Customer Trust: Pep Boys 190

    Making the Corporate Personal through Games 191

    Funware at Work: Wells Fargo’s Stagecoach Island 192

    Playing Together 194

    Chapter 10 Everyone Wins: Games in Your Business 197

    Product Power 199

    Advergames and In-Game Advertising 200

    Pursuing, Engaging, and Rewarding Customers: The Business of Lifestyles 202

    Arming Your Business 202

    First Steps Are the Hardest 203

    Do It for the Children 204

    Funware on the Rise 205

    References 207

    Index 211

GameBased Marketing

    Product form

    £17.09

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    RRP £18.99 – you save £1.90 (10%)

    Order before 4pm today for delivery by Sat 20 Jun 2026.

    A Hardback by Gabe Zichermann, Joselin Linder


      View other formats and editions of GameBased Marketing by Gabe Zichermann

      Publisher: John Wiley & Sons Inc
      Publication Date: 16/04/2010
      ISBN13: 9780470562239, 978-0470562239
      ISBN10: 0470562234

      Description

      Book Synopsis
      Harness the power of games to create extraordinary customer engagement with Game-Based Marketing.

      Gamification is revolutionizing the web and mobile apps.

      Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities.

      Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga's Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as:

      • Why good leaderboards should

        Table of Contents

        Acknowledgments xiii

        Foreword Robin Kent xv

        Introduction 1

        Chapter 1 The Argument for Loyalty 9

        ‘‘Stickiness’’ Is Loyalty 13

        Playing with Loyalty 14

        The Future of Loyalty—Frequent Flyer Games 16

        Communities of Influence: Flyertalk 18

        Funware: Putting Fun into Everything 19

        Chase ‘‘Goes Dutch’’ 20

        The Value of Prizes 23

        Game Mechanics 25

        Don’t Hate the Player, Hate the Game 28

        Chapter 2 Passive Play 31

        The Incidental Games We Play 33

        Latte Leaders: Status and Levels 34

        Black Cards and Red Carpets 36

        Keeping Score 38

        The Subway Scrum: Rules of Play 39

        The Bar Brawl: Demonstrable Status 41

        The Components of Funware 43

        Chapter 3 Social Networks and Leaderboards 45

        Social Network Clutter 47

        Marketing with Social Networks 48

        Orkut: A Case Study in Leaderboard Effectiveness 48

        Funware at Work: Facebook Friend Games 50

        No News Isn’t Good News 51

        Leaderboards in Business 52

        The Jigsaw Example 53

        Correctly Using Leaderboards 55

        Points Proxy: Masking and Directing Behaviors 57

        Wal-Mart and the Theory of Relativism 59

        Leaderboard Levels 61

        Leaderboards: The Top 10 62

        Chapter 4 Funware Mechanics: Points and Beyond 65

        Making Points the Point 68

        Point Mechanics and Branding 69

        Virtual Economics 70

        Virtual Currency 71

        Real-World Value versus Virtual Value 72

        Creating an Easy and Effective Virtual Economy 73

        Badging Players 74

        Newbie Badges 77

        Building Levels 77

        America’s Army 80

        Defining and Meeting Goals 81

        Bringing Players into the Game 85

        Tracking Behavior 87

        Meaningful Status Displays 88

        Chapter 5 Prizes and Games of Chance 91

        The Ansari X PRIZE: The Power of Games to Change the World 93

        Can’t Buy Me Love: Choosing Prizes 95

        Games of Chance 97

        Games of Chance and the Law 98

        McDonald’s Monopoly Game: A Case Study 99

        The Value of a Prize 102

        Long-Term Motivation and Customer Loyalty 104

        Gaming the System 105

        Amazon Reviews: Community Policing at Its Finest 106

        Using Sweepstakes to Fight Gaming 107

        Virtual Points and Prizes 108

        Chapter 6 The Ultimate Funware: Frequent Flyer Programs 111

        Frequent Flyer Programs Take Off 114

        What Business Are Airlines In? 114

        Designing the Frequent Flyer Massive Multiplayer Online Game 117

        The Power of Points 119

        Getting There without Points 122

        Real-World Redemptions: Do They Matter? 122

        The Solution Is Virtual Goods 123

        But Does Redemption Matter? 125

        Levels and Badges in FFPs 126

        Throwing Your Weight Around 127

        Benefits of Status 129

        The Level Error of FFPs 132

        Going Above and Beyond: The Boss Level 133

        Challenges and Contests 135

        United’s Team Challenge 137

        Making It Work for You 138

        Chapter 7 Know Thy Player 141

        Bartle’s Player Types 144

        Achievers (^) 145

        Socializers (˘) 146

        Explorers (¯) 147

        Killers (¨) 147

        The Naı¨ve Player 148

        Competitiveness: The Most Important Motivation? 150

        Closing the Gender Gap 153

        Nike+: Early Adopter Advantage 154

        Fahrvergn€ugen’s Failure 156

        The Wrap-Up 158

        Chapter 8 The Future of Gamers: Generation G 161

        A Generation Gap 163

        What Makes Generation G Special? 164

        The Trends 165

        Smith & Tinker 166

        The Gulf Is Real 171

        The Effect of Games: Tetris, Team Building, and Tug of War 173

        The Character of a Generation of Gamers 174

        Conclusion: Successfully Marketing to Generation G 177

        Chapter 9 Motivating Sales with Funware: Getting Employees into the Game 181

        Front Line and Top of Mind 183

        Bitten by the Achievement Bug 185

        Mary Kay: Generating Loyalty 187

        Trust and Motivational Funware 188

        Sales Teams and Customer Trust: Pep Boys 190

        Making the Corporate Personal through Games 191

        Funware at Work: Wells Fargo’s Stagecoach Island 192

        Playing Together 194

        Chapter 10 Everyone Wins: Games in Your Business 197

        Product Power 199

        Advergames and In-Game Advertising 200

        Pursuing, Engaging, and Rewarding Customers: The Business of Lifestyles 202

        Arming Your Business 202

        First Steps Are the Hardest 203

        Do It for the Children 204

        Funware on the Rise 205

        References 207

        Index 211

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