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SoBrief
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For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 98%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 97%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken 97%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 96%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
Gamify
by Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
521
Gamify Summary
Gamify 96%
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
by Brian Burke 2014
3.44
521 ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 96%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
The Gamification Revolution
by Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Summary
The Gamification Revolution 96%
What makes games sticky, and how to steal their playbook for business.
by Gabe Zichermann 2013
3.71
194 ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 96%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
Glued to Games
by Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Summary
Glued to Games 95%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction 95%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 ratings
Explore Like a Pirate
by Michael Matera • 2015
Turn your classroom into a game where students chase knowledge, not grades.
4.22
307
Explore Like a Pirate Summary
Explore Like a Pirate 95%
Turn your classroom into a game where students chase knowledge, not grades.
by Michael Matera 2015
4.22
307 ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 95%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
Loyalty 3.0
by Rajat Paharia • 2013
Five intrinsic drives plus data and game mechanics: a playbook for loyalty beyond points.
3.79
248
Loyalty 3.0 Summary
Loyalty 3.0 94%
Five intrinsic drives plus data and game mechanics: a playbook for loyalty beyond points.
by Rajat Paharia 2013
3.79
248 ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 94%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
The Game Changer
by Jason Fox • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
The Game Changer Summary
The Game Changer 94%
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
by Jason Fox 2014
3.88
185 ratings
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers 94%
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015
4.01
489 ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools 94%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Game of Work, The
by Charles Coonradt • 1999
Why people work harder at games than at jobs, and five rules for stealing that energy.
3.83
156
Game of Work, The Summary
Game of Work, The 94%
Why people work harder at games than at jobs, and five rules for stealing that energy.
by Charles Coonradt 1999
3.83
156 ratings
UX for Beginners
by Joel Marsh • 2016
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
4.04
521
UX for Beginners Summary
UX for Beginners 94%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 ratings
Well-Designed
by Jon Kolko • 2014
The best products win on emotion, not features. How to design with empathy instead of assumptions.
3.89
512
Well-Designed Summary
Well-Designed 94%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
How to Get People to Do Stuff
by Susan M. Weinschenk • 2013
Seven motivations that override logic, and how to ethically build them into everything you design.
3.82
712
How to Get People to Do Stuff Summary
How to Get People to Do Stuff 94%
Seven motivations that override logic, and how to ethically build them into everything you design.
by Susan M. Weinschenk 2013
3.82
712 ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 93%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 ratings
Badass
by Kathy Sierra • 2015
Better users beat better features. A method for designing skill into the first 30 minutes.
4.17
1k+
Badass Summary
Badass 93%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
1k+ ratings
Designing for Behavior Change
by Stephen Wendel • 2013
Build products that change real-world behavior: a system grounded in how the mind actually decides.
4.09
414
Designing for Behavior Change Summary
Designing for Behavior Change 93%
Build products that change real-world behavior: a system grounded in how the mind actually decides.
by Stephen Wendel 2013
4.09
414 ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 93%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
Start at the End
by Matt Wallaert • 2019
Most products try to motivate. The ones that stick remove what's in the way.
3.81
433
Start at the End Summary
Start at the End 93%
Most products try to motivate. The ones that stick remove what's in the way.
by Matt Wallaert 2019
3.81
433 ratings
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