The book Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education, published by Focal Press, is a practical guide for practicing and aspiring game designers to put their skills to work to drive engagement, build motivation, and facilitate positive behavior. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. It uniquely focuses first and foremost on the partnership between the content expert, or client, and the game designer.
The book also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. It can be used in the classroom, or can be read as a trade book, and will appeal to industry professionals, game designers, and game design students.
Part I: The Foundation
Chapter 1: All the World is a Game
Chapter 2: Motivation
Chapter 3: The Game Designer's Toolbox
Part II: Working with Partners & Clients
Chapter 4: The Marketing Game
Chapter 5: Learning vs. Fun
Chapter 6: Ready, Set, Go
Chapter 7: On the Job
Chapter 8: Gaming the Archives
Chapter 9: Conclusion
Appendix A: Glossary of Terms
Appendix B: Samples of documents for research, design and assessment
Appendix C: Bibliography of books and articles recommended for further reading