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For the Win: How Game Thinking Can Revolutionize Your Business (Inglese) Copertina flessibile – 30 ott 2012

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“Video games now have the dubious honour of having inspired their own management craze. Called ‘gamification,’ it aims to take principles from video games and apply them to serious tasks. The latest book on the subject, For the Win, comes from Kevin Werbach and Dan Hunter, from the Wharton Business School and the New York Law School respectively….[T]heir central idea—that the world might be a better place if work was less of a necessary drudge and more of a rewarding experience in itself—is hard to argue with.”
The Economist

“Here's a conversion worthy of a Transformers movie: Take buttoned-down, MBA-toting business professionals and turn them into video game designers. That's the goal of a new book about Gamification, changing behavior of employees and customers by appealing to their sense of fun and their competitive instinct, video game style. The co-author of For the Win: How Game Thinking Can Revolutionize Your Business is Dan Hunter, who runs New York Law School's Institute for Information Law and Society. He says gamification done right is about meaningful competition.”
—David Brancaccio, Marketplace, American Public Radio

“Werbach and Hunter aren’t playing around with this book on how to add the joy of gaming to your enterprise. This is a quick but thoughtful look into the pros and cons of gamification, what works and what doesn't, with plenty of insight into what really motivates and engages customers and employees.”
—Daniel H. Pink, author of Drive and A Whole New Mind

For the Win is a total win! In the 21st century, business must shift from push to pull to get the best out of their employees and to entice their customers. This book brilliantly explains how to design and use gamification techniques to that end. I highly recommend this useful and fun to read book.”
—John Seely Brown, Coauthor of The Power of Pull and A New Culture of Learning; Co-chairman, Deloitte Center for the Edge; Former Chief Scientist, Xerox Corporation and Director of its Palo Alto Research Center (PARC)

“If you want to understand one of the most important trends in business today, go out and buy For the Win. Werbach and Hunter reveal the secrets to powering up your organization through game thinking. Read this book. It's a game changer.”
—Brad Feld, Managing Director, Foundry Group; Co-author of Do More Faster

“If you prefer realism to hype and rationality to bandwagons, this is the gamification book for you. As a work about gamification today, this book is excellent; as a work about gamification tomorrow, it's staggeringly excellent.”
—Richard Bartle, Professor, University of Essex; Creator of MUD1, the first multiplayer online game; Author of Designing Virtual Worlds

“Like gamification, this book is a fusion of human nature and good design. Far and away the best book on the subject, with the most examples and the best intellectual grasp of the topics.”
—Bing Gordon, Partner, Kleiner Perkins Caufield & Byers; former Chief Creative Officer, Electronic Arts

“Every business executive, small business owner and public servant should read this book; the public and private benefits would be enormous. I’m not kidding. If you’re even half as blown away as I was by For the Win, it’ll be your best book purchase of the year. Applying ‘game thinking’ to everyday life might just change… well, everything. Read the book and you’ll see what I mean.”
—Jessica Mulligan, Online game pioneer and co-founder, Themis Group

For the Win is the perfect title, because businesses that understand these techniques will be the standout winners in their markets. Do yourself a favor and read this deep yet practical guide before your competitors do.”
—Rajat Paharia, Founder and Chief Product Officer, Bunchball

“A wonderfully written, funny, and timely work. Should be required reading for anyone pursing a modern undertaking utilizing these concepts. As the concept of ‘gamifying’ continues to grow, the importance of this text will continue to emerge.”
—Professor Andrew Phelps, Director, School of Interactive Games & Media, Rochester Institute of Technology

For the Win hits a home run in illustrating the business value of gamification for both small and large companies across the globe."
—Kris Duggan, CEO, Badgeville

“An entertaining and immensely practical guide to this rich managerial opportunity.”
—Philip Evans, Senior Partner, Managing Director, and BCG Fellow, Boston Consulting Group; co-author of Blown to Bits

“In For the Win, Werbach and Hunter eloquently and practically explain how to apply one of the most important shifts in our cognitive models.”
—Joichi Ito, Director, MIT Media Lab

For the Win is the smartest book written on the practical potential of gamification. With eyes wide open to both the promise and the risks inherent in yoking business practices to the power of play, Hunter and Werbach may have singlehandedly saved gamification from collapsing
under the weight of its own hype."
—Julian Dibbell, author of Play Money and My Tiny Life


Kevin Werbach is an associate professor of legal studies and business ethics at The Wharton School, University of Pennsylvania. He is also the founder of the Supernova Group, a technology analysis and consulting firm. He co-led the review of the Federal Communications Commission for the Obama-Biden Transition Project. Called “one of the few policy wonks who really got it” by Wired, he helped develop the United States Government’s e-commerce policy, shaped the FCC's approach to Internet issues, and authored Digital Tornado, the first comprehensive analysis of the implications of the Internet. A sought-after speaker and commentator, Werbach appears frequently in print and broadcast media including CNN, CNBC, NPR, ABC News, USA Today, The New York Times, The Wall Street Journal, and The Washington Post. His writing has appeared in Harvard Business Review, Fortune, The Industry Standard, The Philadelphia Inquirer, and Slate, among other publications. He blogs at and tweets at @kwerb.

Dan Hunter is an expert in internet law, intellectual property, and the application of games to public policy arenas. He is a professor of law at New York Law School and the director of the school’s Institute for Information Law & Policy. He is also an adjunct associate professor of legal studies at The Wharton School, University of Pennsylvania. His research has appeared in journals such as the California Law Review, the Texas Law Review, the William & Mary Law Review, and the Journal of Legal Education. Hunter is a judge for the resolution of domain name disputes for the World Intellectual Property Organization, and is on the editorial board of numerous journals. He was one of the first scholars to examine the social significance of virtual worlds, and he co-founded the scholarly blog Terra Nova (

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Dettagli prodotto

  • Copertina flessibile: 144 pagine
  • Editore: Wharton Digital Press (30 ottobre 2012)
  • Lingua: Inglese
  • ISBN-10: 1613630239
  • ISBN-13: 978-1613630235
  • Peso di spedizione: 249 g
  • Media recensioni: 4.5 su 5 stelle  Visualizza tutte le recensioni (2 recensioni clienti)
  • Posizione nella classifica Bestseller di Amazon: n. 23.090 in Libri in altre lingue (Visualizza i Top 100 nella categoria Libri in altre lingue)
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Di emazib RECENSORE TOP 1000 il 31 agosto 2013
Formato: Formato Kindle Acquisto verificato
Libro pubblicato dai docenti del MOOC Gamification sul portale Coursera. In attesa che parta il corso, ho letto questo testo consigliato che elenca gli strumenti necessari per la progettazione di interventi con il gioco, verso quelle attività che gioco non sono.

Tra i capitoli più interessanti quello sulla motivazione intrinseca ed estrinseca nel quale si puntualizza come il premio per il raggiungimento dell'obiettivo sia spesso superfluo, anzi dannoso. Il gioco, per sua stessa natura, ha una connotazione motivazionale intrinseca (durante i miei studi di psicologia dello sport si diceva "primaria"), quindi, la difficoltà nel progettazione, sta proprio nel rendere intrinseco ciò che normalmente è estrinseco o assente o, almeno, avvicinarsi il più possibile al coinvolgimento motivazionale profondo del soggetto a cui è proposto. Non vanno leggeri gli autori con la modalità "behaviorista" che ancora impera, sia in campo educativo, sia in quello che vorrebbe essere "gamification" ed invece è solo "pointsification", come spesso si vede in alcuni portali che elargiscono punti e badges allo scopo di attirare utenza.

La progettazione non è per niente semplice: bisogna conoscere la teoria del gioco e le sue dinamiche, sapere individuare e conoscere i target, usare gli strumenti in modo appropriato e sperare che tutto funzioni. Si può provare.

Il capitolo finale dà anche indicazioni utili di natura legale e normativa.
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Formato: Formato Kindle Acquisto verificato
Ho scoperto questo libro dopo essermi iscritto al corso "Gamification" su Coursera tenuto dal professor Werbach e devo dire che ad ogni pagina ho scoperto di conoscere già, inconsciamente, quello che veniva affermato, ma di non esseremi mai soffermato ad analizzarne le dinamiche. E' una sorta di epifania continua. Un ottimo esempio di libro per acquisire consapevolezza degli atteggiamenti che diamo per scontati e per utilizzarli al meglio.
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Le recensioni clienti più utili su (beta) 4.4 su 5 stelle 90 recensioni
3 di 3 persone hanno trovato utile la seguente recensione
4.0 su 5 stelle Actionable content to get started with the basics of a gamification strategy. 17 febbraio 2014
Di Sherrie Rohde - Pubblicato su
Formato: Formato Kindle Acquisto verificato
“Always focus on building authentic engagement; there are no shortcuts.” —Kevin Werbach

Gamification is a hot topic. It’s not just a trend but a debate.

I’ve worked for companies creating software to implement customer experiences based around loyalty and gamification as well as companies implementing gamification into their community strategy. When Kevin’s Gamification course launched on Coursera, I signed up in a heartbeat. While I’d like to say I didn’t add to the 90% of those who don’t complete MOOCs, I did.

However, I did pick up Kevin’s book and read it cover to cover, multiple times. If you’ve been tasked with creating a gamification strategy and don't know where to start, I’d recommend you do the same.

As you’ll learn in For the Win, gamification goes far beyond marketing and requires an understanding of both game design and business strategy. It also requires studying human behavior and how we respond to extrinsic and intrinsic rewards.

By the time I was done reading For the Win, I not only had a much deeper understanding of human behavior and game design, but I was also equipped with a plan to begin building gamification elements into our own community strategy.
5.0 su 5 stelle This Is The Business Book You Have To Read 9 giugno 2013
Di William T. Hennessy - Pubblicato su
Formato: Formato Kindle Acquisto verificato
Someone in your sector is going to apply gamification successfully. If it's not you, your company could be in trouble.

As a motivation and behavior change consultant, I talk to a lot of people at big companies who want to increase engagement, learn through controlled experiments, and get measurable results.

Gamification is the most effective method of achieving these ends I've ever seen. It's the bedrock of our Persuasive Design process, too.

The problem is, there are a lot of people talking about gamification. And there are a lot of companies trying gamification. And most of them miss the mark. Gartner estimates 80 percent of gamification initiatives will fail, not because gamification is somehow flawed, but because of poor design.

For The Win by Kevin Werbach and Dan Hunter gives designers the blueprint they need to make their gamification efforts part of the successful 20 percent. Designed well, gamification can put your company light years ahead of the competition.

For The Win will also help you and your staff select a competent gamification and motivation partner. The book will arm you with the right questions for your due diligence in choosing a partner or vendor for gamification, motivation, incentive, and loyalty marketing programs. Don't pick a partner without this knowledge.

I strongly recommend that all my clients read For The Win before I begin designing a gamification solution for them. You should read it, too, before your competition does.
1 di 1 persone hanno trovato utile la seguente recensione
4.0 su 5 stelle Solid discussion of the factors involved in raising customer and associate engagement 4 gennaio 2013
Di Mark P. McDonald - Pubblicato su
Formato: Copertina flessibile Acquisto verificato
For the Win was recommended to me by one of the case studies in the book, not because he wanted to highlight his experience but because he believed that the book is a must read for people interested in gamification. He was right, not just about his own case but about the value of this book. Gamification is a popular term building on the ideas initially popularized by Jane McGonigal's book "Reality is Broken"/

Werbach and Hunter provide a strong and actionable description of gamification principles, actions and designs. This book is recommended for anyone looking to go beyond the idea of gamification and start to raise engagement by adding game thinking and elements to their processes, products and services.

The book reflects Werbach and Hunter's experience leading the first course on gamification at the Wharton School.

Overall, a good read one that helps build your experience and knowledge about gaming principles, practices and elements. The book is concise (126 pages), action oriented and informative. Its not a five star book, because it does not go that one extra step from understanding ideas to putting them into action.
2.0 su 5 stelle Very basic and boring read 30 gennaio 2017
Di Filip Kábrt - Pubblicato su
Formato: Formato Kindle Acquisto verificato
Very very basic introduction to gamification. This book will give you some pointers to start with and will point out some most glaring mistakes that you can make, however it does not contain almost any interesting ideas about how to actually apply the gamification principles on specific cases. The mentioned case studies are quite bland and the book is boring (which is quite ironic given the topic). You can get similar knowledge by reading articles publicly available on the internet.
1 di 1 persone hanno trovato utile la seguente recensione
5.0 su 5 stelle Win-Win: Exciting and Scholarly 4 novembre 2012
Di Captain Ron - Pubblicato su
Formato: Formato Kindle Acquisto verificato
"For the Win" is striking in its clarity and persuasiveness, and like your favorite game, it rewards your effort with a continuous stream of fascinating examples from around the world. At the same time it is honest, with the authors repeatedly noting when game thinking may not be appropriate for a particular business goal. But the support and relevance for game theory to achieve business success far outweigh the exceptions. Beyond the many fun examples of game theory applications, the book also delves into the psychology of motivation to help the reader understand why "gamification" works. One of the most interesting things about the book is how many levels the authors genuinely achieve in dissecting the conclusion that "fun motivates" in ways that are both sophisticated and entertaining. And, while the book emphasizes that its overarching game analogy is more related to game design than game play, for those of us who recognize the many references to popular games electronic and otherwise peppered throughout, part of the reward here is some sense of gamer vindication.