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The Gamification Toolkit

Dynamics, Mechanics, and Components for the Win

Kevin Werbach and Dan Hunter

An all-new ebook from the authors of For the Win, the global hit that has been called “a game changer,” “a home run,” and “a total win”

Take your gamification efforts to the next level

When The Economist covered Kevin Werbach and Dan Hunter’s new book For the Win in 2012, they referred to gamification as a “management craze.” Since then, it has proved to be much more than a fleeting fad: it is a global movement. For the Win has been published globally in English, Chinese, Japanese, Korean, Russian, and Spanish, and more than a quarter of a million people have taken Werbach’s gamification course on Coursera.

Now, in their new ebook The Gamification Toolkit, Werbach and Hunter go deeper into the key game elements and provide you with the tools to take game thinking to the next level. This brief but comprehensive ebook is a user’s guide to help you build a game—for the win.

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About the Authors

Kevin Werbach

Kevin Werbach is a Professor of Legal Studies & Business Ethics at The Wharton School of the University of Pennsylvania, and an expert on business, policy, and emerging technologies such as blockchain, broadband, and big data. An influential figure in Internet and communications law, Werbach served on the Obama Administration's Presidential Transition Team in 2008. He founded the Supernova Group, a technology consulting firm, and organized the annual CEO-level Supernova technology conference. He created one of the most successful massive op ... More

Dan Hunter

Dan Hunter is an expert in internet law, intellectual property, and the application of games to public policy arenas. He is the Foundation Dean of Swinburne Law School in Australia. He previously taught law at The Wharton School of the University of Pennsylvania, the University of Melbourne, and Cambridge University. He regularly publishes on issues dealing with the intersection of computers and law, including articles dealing with the regulation of virtual worlds and video games, as well as high-technology aspects of intellectual property. ... More

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