There are countless Gamification courses, tutorials, articles available online, but for some, having a book is still a necessity to learn. This is an up-to-date list of recommended books.
- 1. Actionable Gamification: Beyond Points, Badges and Leaderboards (2015)
- 2. Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (2010)
- 3. Play to Learn: Everything You Need to Know About Designing Effective Learning Games (2017)
- 4. Power Up Your Classroom: Reimagine Learning Through Gameplay (2019)
- 5. Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners (2015)
- 6. Game Thinking: Innovate smarter & drive deep engagement with design techniques from hit games (2018)
- 7. Gamification: Playing For Profits: A Book of Sales Games and Motivational Tools (2015)
- 8. The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)
- 9. Office Arcade: Gamification, Byte-Size Learning, and Other Wins on the Way to Productive Human Resources (2017)
- 10. Number Talks: Whole Number Computation, Grades K-5 (2014)
- 11. Reality Is Broken: Why Games Make Us Better and How They Can Change the World (2011)
- 12. Gamify Literacy: Boost Comprehension, Collaboration and Learning (2017)
- 13. Gamification in Tourism (2015)
- 14. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (2018)
- 15. The Multiplayer Classroom: Designing Coursework as a Game (2011)
1. Actionable Gamification: Beyond Points, Badges and Leaderboards (2015)
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes readers on a journey to learn his sixteen years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their…
2. Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (2010)
Great things don’t happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world’s most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more…
3. Play to Learn: Everything You Need to Know About Designing Effective Learning Games (2017)
When trainers use games, learners win big.As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples…
4. Power Up Your Classroom: Reimagine Learning Through Gameplay (2019)
By the time Lindsey Blass and Cate Tolnai’s paths crossed, they each knew their own “why” for leveraging the power of gameplay in learning. Both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren’t able to own and connect to their learning experience became disengaged; there was a general fear of failure among students and teachers; and teachers were perplexed at how to design engaging learning experiences that fostered student choice and celebrated failure as an…
5. Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners (2015)
Are you ready to transform your classroom into an experiential work that flourishes on collaboration and creativity? Then set sail with classroom game designer and educator Michael Matera as he reveals the possibilities and power of game-based learning. In Explore Like a PIRATE, Matera serves as your experienced guide to help you apply the most motivational techniques of gameplay to your classroom using strategies that work with and enhance (rather than replace) your current curriculum. Part one debunks common myths and fears about gamification and explains why and how game-based learning effectively engages…
6. Game Thinking: Innovate smarter & drive deep engagement with design techniques from hit games (2018)
How are market-leading products born?Successful innovations may end up reaching a mainstream audience, but they never start off that way. That’s the paradox of innovation most entrepreneurs fail to embrace—the typical people in your market are not the ones you need to woo when bringing your idea to life.Instead, find the “superfans” hidden in your audience: Those willing to take risk and put up with a messy or incomplete prototype in order to start solving the problem your product will eliminate. Show your idea to these people. What do they love about it? Where does it seem to…
7. Gamification: Playing For Profits: A Book of Sales Games and Motivational Tools (2015)
Today more than ever, companies large and small are using game-based learning to generate and improve employee motivation. In fact, 87% of employees from just about every industry say Gamification makes them more productive workers.The explosion of Gamification is why noted “turnaround” specialist and sales trainer Chris Collins has written, Gamification: Playing for Profits. From establishing goals to selecting games, prizes and spiffs, Chris walks you through the tools and techniques developed to enhance production, employee morale, and much…
8. The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)
Following Karl Kapp’s earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification…
9. Office Arcade: Gamification, Byte-Size Learning, and Other Wins on the Way to Productive Human Resources (2017)
What makes employees want to engage and interact with some digital training courses more than others? How do game design principles deliver a great learning experience while also tracking and assessing performance? In Office Arcade, Jason Suriano answers these questions (and many more) by providing practical examples of the four key principles to breakthrough with corporate gamification – engagement, trajectory, ubiquity, and data. Engaging employees at their own pace and place, while leveraging devices like an employees iPhone, guarantees that a gamified…
10. Number Talks: Whole Number Computation, Grades K-5 (2014)
This dynamic multimedia resource was created in response to the requests of teachers—those who want to implement number talks but are unsure of how to begin and those with experience who want more guidance in crafting purposeful problems. It supports teachers in understanding: Number Talks supports the Common Core State Standards for Mathematics. While the book may be used as an independent resource, it is also structured to provide a framework for collaborative learning groups or to provide professional development opportunities through grade-level teams, individual schools, or districts. Chapter 9…
11. Reality Is Broken: Why Games Make Us Better and How They Can Change the World (2011)
With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the…
12. Gamify Literacy: Boost Comprehension, Collaboration and Learning (2017)
Literacy is at the heart of education, and what better way to teach this important subject than through the motivational techniques built into gamification?With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning.This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and…
13. Gamification in Tourism (2015)
Tourists’ expectations are increasingly complex and sophisticated. They are now seeking meaningful and more stimulating experiences from tourism providers. By combining Gamification with Experience Design the Gamification in Tourism book provides a comprehensive and novel approach on how to design such experiences. With its Memorable Experience Design framework and practical case studies the book should help tourism providers shift their thinking as to what they can offer in order to cater to the new needs of their guests….
14. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (2018)
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It’s no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage…
15. The Multiplayer Classroom: Designing Coursework as a Game (2011)
Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a…
Best Gamification Books That Will Hook You
We highly recommend you to buy all paper or e-books in a legal way, for example, on Amazon. But sometimes it might be a need to dig deeper beyond the shiny book cover. Before making a purchase, you can visit resources like Genesis and download some gamification books mentioned below at your own risk. Once again, we do not host any illegal or copyrighted files, but simply give our visitors a choice and hope they will make a wise decision.
Gamification and Consumer Engagement: Creating Value in Context of ICT Development
Author(s): Rimantas Gatautis, Jūratė Banytė, Elena Vitkauskaitė
ID: 2814579, Publisher: Springer, Year: 2021, Size: 3 Mb, Format: pdf
Experimental Games: Critique, Play, and Design in the Age of Gamification
Author(s): Patrick Jagoda
ID: 2864110, Publisher: Chicago University Press, Year: 2020, Size: 3 Mb, Format: epub
Gamification Mindset
Author(s): Ole Goethe
ID: 2407023, Publisher: Springer International Publishing, Year: 2019, Size: 2 Mb, Format: pdf
Please note that this booklist is not errorless. Some books are really best-sellers according to Washington Post, others are drafted by unknown authors. On top of that, you can always find additional tutorials and courses on Coursera, Udemy or edX, for example. Are there any other relevant books you could recommend? Leave a comment if you have any feedback on the list.