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.
- Actionable Gamification: Beyond Points, Badges and Leaderboards (2015)
- Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (2010)
- Play to Learn: Everything You Need to Know About Designing Effective Learning Games (2017)
- Power Up Your Classroom: Reimagine Learning Through Gameplay (2019)
- Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners (2015)
- Game Thinking: Innovate smarter & drive deep engagement with design techniques from hit games (2018)
- Gamification: Playing For Profits: A Book of Sales Games and Motivational Tools (2015)
- The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)
- Office Arcade: Gamification, Byte-Size Learning, and Other Wins on the Way to Productive Human Resources (2017)
- Number Talks: Whole Number Computation, Grades K-5 (2014)
- Reality Is Broken: Why Games Make Us Better and How They Can Change the World (2011)
- Gamify Literacy: Boost Comprehension, Collaboration and Learning (2017)
- Gamification in Tourism (2015)
- Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (2018)
- The Multiplayer Classroom: Designing Coursework as a Game (2011)
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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?
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…
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.
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.
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.
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 Library 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.
Dream Lovers: The Gamification of Relationships
Author(s): Alfie Bown
ID: 3312962, Publisher: Pluto Press, Year: 2022, Size: 1 Mb, Format: pdf
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
Transforming Society and Organizations through Gamification
Author(s): Agnessa Spanellis; J. Tuomas Harviainen
ID: 2979505, Publisher: palgrave, Year: 2021, Size: 8 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.