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Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
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Gamification

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  • http://www.kmobile.co.kr/k_conedu/Conference/Con_infomation.asp?id=991
  • 그룹  슈퍼주니어   최시원 이 게임 때문에 잠 못 이루는 긴밤을 보냈다 . http://media.daum.net/entertain/enews/view?cateid=100030&newsid=20110517094831683&p=tvdaily#A20110517094831747.jpg
  • High school To be a master in an area
  • http://www.slideshare.net/jesseschell/the-games-we-play-7595169
  • Jane McGonigal: Gaming can make a better world http://bit.ly/aDmAYY “ Make it as easy to save the world in real-life as it is in online games” Jane McGonigal
  • Using Game Techniques to make Activities More Engaging & Fun the process of using game thinking and dynamics to engage audiences and solve problems, revolutionizing the motivations for real life and virtual activities . The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.) Using game techniques to make activities more engaging and fun   the use of game play mechanics for non-game applications (also known as "funware"), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications integrating game dynamics into your site, service, community, content or campaign, in order to drive participation.
  • Gamification Workshop 2010 http://slidesha.re/cD6YRD
  • http://slidesha.re/jFCjSB
  • Mechanics Light the Way in a Player’s Journey
  • Mechanics Light the Way in a Player’s Journey
  • http://slidesha.re/gHggtF
  • http://www.slideshare.net/edinnovatenet/bunchball
  • http://images.google.com/imagelabeler/
  • http://www.gartner.com/it/page.jsp?id=1629214
  • http://mashable.com/2011/04/29/coke-friendship-machine/
  • http://www.engadget.com/2011/06/05/mcdonalds-interactive-pong-billboard-brings-big-screen-elation/
  • Total Engagement, using games to change the way people work .  Energize your workplace -  this is especially potent if tasks are repetitive and dull. Drive performance improvement -  feedback is an essential element of games, so adopting instant feedback in a business environment is incredibly valuable, especially for younger employees. Innovate organically -  games platforms encourage interactivity across geographic and divisional boundaries.  To be truely innovative you need to tap into all the knowledge you have available to you. Motivate teams -  the belief here is that gaming provides a clear task/reward structure that helps to motivate people. Identify emerging leaders   -  ideas and leadership should be available throughout the organisation, regardless of rank or title.  Gaming embodies this approach and adopting it in your organisation is a great way of both developing talent and maximising your knowledgebase.
  • http://www.gartner.com/it/page.jsp?id=1629214
  • http://bit.ly/mAlkjk
  • http://bit.ly/mAlkjk
  • Total Engagement, using games to change the way people work .  Energize your workplace -  this is especially potent if tasks are repetitive and dull. Drive performance improvement -  feedback is an essential element of games, so adopting instant feedback in a business environment is incredibly valuable, especially for younger employees. Innovate organically -  games platforms encourage interactivity across geographic and divisional boundaries.  To be truely innovative you need to tap into all the knowledge you have available to you. Motivate teams -  the belief here is that gaming provides a clear task/reward structure that helps to motivate people. Identify emerging leaders   -  ideas and leadership should be available throughout the organisation, regardless of rank or title.  Gaming embodies this approach and adopting it in your organisation is a great way of both developing talent and maximising your knowledgebase.
  • http://johnbarberblog.com/?cat=11
  • http://slidesha.re/dakzyP http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation/
  • Transcript

    • 1. gamification beyond play
    • 2. <ul><li>Background </li></ul><ul><li>Gamification Works </li></ul><ul><li>Cases </li></ul><ul><ul><ul><li>Services </li></ul></ul></ul><ul><ul><ul><li>Health </li></ul></ul></ul><ul><ul><ul><li>Enterprise </li></ul></ul></ul><ul><li>Business Models </li></ul><ul><li>References </li></ul>
    • 3. &nbsp;
    • 4. K12 School Hours Time to be a Master 18 Million Years a Year
    • 5. 1.5 Billion within 10 Year
    • 6. Pleasure Fun Rewards Achieving Interactive Social Connections Easy PRAISE
    • 7. Intrinsic and Extrinsic Motivation Pleasure Achieving Rewards Interactive Easy Social Connection
    • 8. Sensation Fantasy Discovery Laughter Story Challenge Thrill Triumph Expression
    • 9. &nbsp;
    • 10. 24 Hours Any Game Everybody
    • 11. Gaming can Make a Better World Jane McGonigal http://bit.ly/aDmAYY
    • 12. &nbsp;
    • 13. &nbsp;
    • 14. GAME LIFE GAMIFICATION Game Meets the World Game = Life
    • 15. Gamification the process of using game thinking and mechanics to engage audiences and solve problems, revolutionizing the motivations for real life and virtual activities.
    • 16. Game Techniques != Core Experience
    • 17. Know Your Players &amp; Their Social Style Interacting Acting World Players
    • 18. Intrinsic and Extrinsic Motivation
    • 19. Player Journey Life Cycle and Progression Over Time Gamification Workshop 2010 http://slidesha.re/cD6YRD
    • 20. Mihaly Csikszentmihalyi Flow: an optimal state of intrinsic motivation
    • 21. Whew ! Julie Dirksen
    • 22. Game Techniques Patterns over Time Make Progress Visible Evoke Emotion for Action &amp; Engagement
    • 23. Game Techniques Pacing Appointments Progressive Unlocks Reward Schedules Dynamic Systems Levels Points Leader boards Badges Missions Virtual Goods Curiosity Satisfaction Surprise Trust Delight Fun Envy Pride Connection
    • 24. Experience Points (XP) Redeemable Points (Credits, Coins) Currency (Bucks) Skill Points (Score, Rank) Social Points (Social XP, Reputation, Ratings) Point
    • 25. Social Actions How Players Engage Each Other
    • 26. Beyond Game Service Business the World
    • 27. &nbsp;
    • 28. &nbsp;
    • 29. Mobile Everybody Social Game Meets World Value
    • 30. Participate Engage Loyal Social Connection Achievement Money Solution
    • 31. App Commerce Marketing Advertising School Enterprise Health Brain Storming Problem Solving
    • 32. 120 Million People Accruing Points, Leveling Up, and Earning Rewards Frequent Flyer Program
    • 33. Human Computation by Game
    • 34. &nbsp;
    • 35. &nbsp;
    • 36. &nbsp;
    • 37. &nbsp;
    • 38. Photo Sharing
    • 39. Commerce
    • 40. Social SNS: Communication &amp; Conversation Game Competition Challenge Reputation Local Local Information Life Logging Reward Funny Informative Friendly
    • 41. &nbsp;
    • 42. &nbsp;
    • 43. Advertising
    • 44. Health
    • 45. &nbsp;
    • 46. Health &amp; Wellness Game
    • 47. Schools are near-perfect game ecosystems: • Motivated Players • Challenges • Rewards • Rules • Levels • Appointment Dynamics • Countdowns • Incentives / Disincentives School is a game (just a poorly designed one)
    • 48. Grades (status) =&gt; Levels (progression) No Disincentives Focus on final goal, not interim ersatz rewards Highly Engaged Cheating =&gt; Collaboration Move from omnipotent admin to a self-enforced game Change the School Game
    • 49. Collaboration
    • 50. Brain Gym
    • 51. Coca-Cola’s Friendship Machine Rewards Cooperation With Cokes Marketing
    • 52. McDonald&apos;s interactive Pong billboard brings big-screen elation, tomorrow&apos;s lunch
    • 53. &nbsp;
    • 54. By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes, according to Gartner, Inc Enterprise
    • 55. &nbsp;
    • 56. &nbsp;
    • 57. &nbsp;
    • 58. Energize Your Workplace Drive Performance Improvement Innovate Organically Motivate Teams Identify Emerging Leaders 5 Ways You Can Use Games at Work http://bit.ly/lmdynJ
    • 59. Reinvent
    • 60. &nbsp;
    • 61. Solution
    • 62. Platform Ecosystem Economy
    • 63. 1.)  Gamify 2.)  Badgeville 3.)  Bunchball 4.)  Big Door Media 5.)  CrowdTwist 6.)  Cynergy 7.)  SpectrumDNA 8.)  Reputely 9.)  iActionable 10.)  Scvngr 11.)  Manumatix 12.)  Leapfrog Builders
    • 64. &nbsp;
    • 65. &nbsp;
    • 66. Entertainment Game unGame Online Services (Social Game) Offline Services Life, Business, Education
    • 67. Gamify the World Living is Playing Game
    • 68. &nbsp;
    • 69. Games Are the New ‘Normal&apos;  Al Gore
    • 70. “ Hafta” “ Wanna” Slavery Freedom Duty Fun Work Play Efficiency Pleasure
    • 71. Play to Save the World
    • 72. Adding Play to the Enterprise [infographic] http://bit.ly/mAlkjk http://gamification.org/wiki/Encyclopedia http://gamification.co/ Jane McGonigal: Gaming can make a better world http://bit.ly/aDmAYY Gamification Workshop 2010 http://slidesha.re/cD6YRD SXSW Keynote - The Game Layer On Top Of The World http://slidesha.re/gHggtF Meaningful Play http://slidesha.re/hVLRgD http://bit.ly/i9mLUA KangImSeong - Standing on the blurred border between game and reality http://www.youtube.com/watch?v=qgdNVwSNkJE
    • 73. @ josanku

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