Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
Chelsea becomes the Most Talked EPL Team in Jan 2014, Arsenal SecondSimplify360
TOP BARCLAYS PREMIERE LEAGUE TEAMS
ON SOCIAL MEDIA- January 2014
Key findings
•Manchester United leads as the number one most liked club on Facebook
•Arsenal is the most followed club on Twitter
•Chelsea is the most talked about club in January, 2014
•Manchester United has the highest number of fans engaged.
•Southampton has the most engaged fans in terms of percentage of fans engaged.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
Chelsea becomes the Most Talked EPL Team in Jan 2014, Arsenal SecondSimplify360
TOP BARCLAYS PREMIERE LEAGUE TEAMS
ON SOCIAL MEDIA- January 2014
Key findings
•Manchester United leads as the number one most liked club on Facebook
•Arsenal is the most followed club on Twitter
•Chelsea is the most talked about club in January, 2014
•Manchester United has the highest number of fans engaged.
•Southampton has the most engaged fans in terms of percentage of fans engaged.
Radio city 91.1FM - Gully Premier League 2014Synergy-MarCom
To ensure brand recall "RADIO CITY 91.1 FM" Gully Premier League
Reach out to the masses and register the message " City's biggest – FOR THE PEOPLE Cricket tournament
Reach out to the target audience with the intent of building a strong brand loyalty through varied promotional tools
Drive registrations through interactive communication at touch points viz: Residential Societies, Playgrounds,
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Take the event to strategic parts of the city, recognize and reward the best local team in the town.
Establish a strong association of Planet Radiocity,
Radio City 91.1 FM and Unibic with the activity and the event
Gamification is transforming the way businesses engage customers and motivate employees. By applying the same principles that inspire people to play games (achievements, status, and rewards) to websites and other online experiences, businesses can dramatically increase the size of their audience, boost engagement, and increase revenue.
This month, Kasey McCurdy, Director of Engineering at Bunchball, will discuss how game mechanics can engage your fans and users, increase customer loyalty and sales, and motivate employees and partners.
Bunchball is the industry leader in gamification and has provided solutions for customers like Warner Bros., Comcast, NBC Universal, ABC Television, Stella & Dot and LiveOps.
Kasey will cover the history of gamification, why it works and sometimes doesn’t, and how the combination of data, motivation, and gamification can strengthen loyalty. He’ll also discuss customer and employee engagement, how to motivate the unmotivated, and what the future of human motivation looks like.
Getting into the Game: How EA Put User Research into PracticeEffective
Presented at Total Customer Experience, February 2015, by:
• Jordan Girman, group user experience director, EA
• Shane Johnston, lead experience planner, EffectiveUI
Personas and journey maps are becoming more commonplace these days, as companies realize the value of understanding their customers beyond their age, gender and income. Getting a clear picture of customers’ needs, goals, motivations and attitudes plays a critical role in designing products and solutions that resonate with your audience.
But what happens after the project is complete and the personas are delivered? In many cases, they may live in posters on the wall, or in a PowerPoint presentation in a file. How do companies make sure that their investment in this important research actually serves its purpose?
EA conducted a large ethnographic research project with user experience agency EffectiveUI, where 25 NHL and UFC gamers were observed playing their respective games and interviewed on expectations, perceptions and motivations. The result was a set of comprehensive persona profiles that clearly define EAs audiences for these specific games.
Through the lens of EA’s experience, this session will cover how to embark on a persona project within a large corporate culture, as well as how to keep personas alive beyond the deliverable and make them prevalent within the organization.
Gamification
What is it?
Is it right for your business?
Examples
Social & Casual Gaming in EU
Marketing tactics
Gamification right for business?
Ways to Gamify Your FB Marketing
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
But Does It Work? The Critical Role of Evaluation in Digital HealthDustin DiTommaso
KEYNOTE AT HxD 2021.
Overall Message:
A. Effectiveness is the most important differentiator between digital health offerings
B. Everyone in digital health should be evaluating their offerings
3 Key Takeaways:
1. We are rapidly moving towards effectiveness as the key differentiator in digital health
2. Apps need to be evaluated throughout the design process
3. There are things you can and should do now to make your life easier and Your apps better
Find out more inside!
Designing for behavior change can be looked at through many lenses. As the implementers of interventions, products and services designed to modify the decisions and behaviors of others, we can adopt a “Doing to,” “Working with,” or “Working for” mentality. The people on the receiving end of our interventions can perceive this frame of reference, and this can have a great impact on the initiation, engagement and outcomes of designs we put in place.
While the current popular discourse revolves around fixing or capitalizing upon our limited cognitive, emotional and motivational resources through varying levels of authority and control, humans are self-organizing systems who may need little more than support of their autonomy and growth potential to enact tremendous change in their lives. With this in mind, delivering interventions that preserve human agency and foster authentic functioning can seem like a radical (yet welcomed) approach.
But how might we do this? What kinds of systems can be implemented to achieve individual and group level change while preserving a sense of volitional engagement? Games and Gameful Design (but not “Gamification”) offer a promising approach to creating the conditions whereby people are willing, active participants in initiating and sustaining meaningful change efforts.
In this talk, I’ll articulate theory and evidence-based methods and models for evaluating and implementing the ways by which games and play shape our psychological processes and influence behavior and subjective well-being.
Motivational Dynamics in Health Behavior Change v2 - 2014Dustin DiTommaso
Despite the wealth of technology-assisted advances in healthcare, human behavior continues to be the cause of great variance in health-related outcomes. Our health and well-being are vigorously affected by lifestyle factors such as physical activity, diet, or smoking as well as self-care activities like medication adherence and condition management.
Recognizing these behavioral mediators of health outcomes suggests that we pay closer attention to patient experience and motivation. If we want to create the conditions under which people are most likely to initiate and sustain behaviors conducive to health and well-being, we need to better understand the dynamic nature of motivation and design experiences that support patient needs for autonomy, competence and relatedness.
Just as no change is possible without action, no action is possible without motivation and as you’ll find in this talk, patient needs satisfaction and their quality (not quantity) of motivation are critical to the success of any behavior change intervention.
Motivational Dynamics in Health Behavior Change, v1Dustin DiTommaso
Health behavior change has proven to be extremely difficult to accomplish, and the adoption and maintenance of beneficial health regimens has surfaced as a daunting task for the average individual. While many people voice a desire to more frequently engage in healthy behaviors, the evidence is clear that human desire and motivation can be undermined and our commitments can be easily broken. If we, as designers, want to create systems to facilitate behavior change, we need to better understand how to initiate and support people's intrinsic motivations while balancing extrinsic design factors to optimize success.
In this talk, we'll take a high level look at the psychology of motivation and deep-dive into key points to consider when creating systems to bridge the gap between people's intentions and their actions.
Grid Systems: Building Blocks to a Better User ExperienceDustin DiTommaso
A structural design method benefitting both the designer and the end-user, grid systems have been used for generations in print design, architecture and urban planning to lay out and optimize spaces for readability and comprehension, wayfinding and navigation, utility and usability.
As a framework for screen-based design, grids enable efficiencies in the planning, execution and presentation of UIs and content and imparts a refined aesthetic and sense of order improving perceived usability and intuitive behavior.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
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Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
2. INTRODUCTION: WHY GAME DESIGN THINKING?
HYPE CYCLE: 2010/11 Saw a surge in ‘gami ed’ systems
& surrounding media frenzy.
DEBATE: Lack of consensus on usable game-based
vocabulary, including de ning ‘game’ & ‘gami cation.’
EVOLUTION: The de nition and practice of ‘gami cation’
is changing & differentiating.
SUSTAINABILITY: Survival of the ttest. With Evolution
comes continued Presence.
GAMES ARE A MEANS TO AN END
At the the Heart of It, we are designing
Experiences
3. INTRODUCTION: WHY GAME DESIGN THINKING?
HYPE CYCLE: 2010/11 Saw a surge in ‘gami ed’ systems
& surrounding media frenzy.
DEBATE: Lack of consensus on usable game-based
vocabulary, including de ning ‘game’ & ‘gami cation.’
EVOLUTION: The de nition and practice of ‘gami cation’
is changing & differentiating.
SUSTAINABILITY: Survival of the ttest. With evolution
comes continued presence.
GAMES ARE A MEANS TO AN END
At the the Heart of it, we are designing
Experiences
4. INTRODUCTION: WHY GAME DESIGN THINKING?
HYPE CYCLE: 2010/11 Saw a surge in ‘gami ed’ systems
& surrounding media frenzy.
DEBATE: Lack of consensus on usable game-based
vocabulary, including de ning ‘game’ & ‘gami cation.’
EVOLUTION: The de nition and practice of ‘gami cation’
is changing & differentiating.
SUSTAINABILITY: Survival of the ttest. With Evolution
comes continued Presence.
GAMES ARE A MEANS TO AN END
At the the Heart of It, we are designing
Experiences
5. 7.13.2011 $15MIL SERIES B FUNDING
BADGEVILLE
SOCIAL LOYALTY AWARDS VENDOR
09.2010 – Founded – 4 Employees
11.23.10 – Series A Funding – $2.5Mil
A set.
07.13.11 – Series B – 30 Employees
SEE ALSO:
Big Door
Bunchball
CubePoints
Gamify
Get Glue
MindBloom
Mojo
6. 7.14.2011 GOOGLE NEWS ADDS BADGES
HYPE CYCLE: 2010/11 Saw a surge in ‘gami ed’ systems
& surrounding media frenzy.
DEBATE: Lack of consensus on usable game-based
vocabulary, including de ning ‘game’ & ‘gami cation.’
EVOLUTION: The de nition and practice of ‘gami cation’
is changing & differentiating.
SUSTAINABILITY: Survival of the ttest. With Evolution
comes continued Presence.
GAMES ARE A MEANS TO AN END
At the the Heart of It, we are designing
Experiences
7. 4.1.2010 GOOGLE APRIL FOOLS JOKE
HYPE CYCLE: 2010/11 Saw a surge in ‘gami ed’ systems
& surrounding media frenzy.
DEBATE: Lack of consensus on usable game-based
vocabulary, including de ning ‘game’ & ‘gami cation.’
EVOLUTION: The de nition and practice of ‘gami cation’
is changing & differentiating.
SUSTAINABILITY: Survival of the ttest. With Evolution
comes continued Presence.
GAMES ARE A MEANS TO AN END
At the the Heart of It, we are designing
Experiences
8. FOURSQUARE
CURRENTLY, 10 MILLION USERS
03.2009 – Launched!
A set. 09.2009 – 100,000 Users
08.2010 – 1,000,000 Users
BUT !!!
Daily Check-ins/User dropped from 0.5 to 0.34
when growing from 2 to 8 million accounts
(foursquare 2011)
21% report checking in for the Mayorship
challenge and achievements
54% say they check in ONLY when discounts or
coupons are involved
9.
10. TOO MUCH FOCUS ON SHALLOW, EXTRINSIC
REWARDS – POINTS & BADGES –
DOES NOT LEAD TO PLAYER SATISFACTION
OR SUSTAINED ENGAGEMENT.
11. TOO MUCH FOCUS ON SHALLOW, EXTRINSIC
REWARDS – POINTS & BADGES –
DOES NOT LEAD TO PLAYER SATISFACTION
OR SUSTAINED ENGAGEMENT.
16. THE PROBLEM WITH FUN
IT’S TOO DILUTED OF A CONCEPT
It doesn’t distinguish the unique psychological
experience of gameplay that leads to SUSTAINTED
ENGAGEMENT.
SEE:
RAPH KOSTER – A THEORY OF FUN IN GAMES
NICOLE LAZZARO – FOUR KEYS TO FUN
MARC LEBLANC – EIGHT KINDS OF FUN
17. SELF-DETERMINATION THEORY
SDT argues that human beings seek out (and continue to engage in) activities if these
promise (and succeed) to satisfy 3 intrinsic motivational needs:
18. SELF-DETERMINATION THEORY
SDT argues that human beings seek out (and continue to engage in) activities if these
promise (and succeed) to satisfy 3 intrinsic motivational needs:
COMPETENCE
19. SELF-DETERMINATION THEORY
SDT argues that human beings seek out (and continue to engage in) activities if these
promise (and succeed) to satisfy 3 intrinsic motivational needs:
COMPETENCE
AUTONOMY
20. SELF-DETERMINATION THEORY
SDT argues that human beings seek out (and continue to engage in) activities if these
promise (and succeed) to satisfy 3 intrinsic motivational needs:
COMPETENCE
AUTONOMY
RELATEDNESS
21. COMPETENCE
THE PATH TO MASTERY:
+ The “Path To Mastery” is an Experience over Time
+ Nested, short-term achievable goals that lead to and support success of the overarching
long-term goal.
+ Wherever a player is on their quest there should be a next goal just around the corner.
+ Design Appropriate Challenges and Rewards for All Players along Player Experience Lifecycle.
N00B – Enthusiast – Master
MAKE PROGRESS VISIBLE:
+ Provide Real-Time Granular, Sustained and Cumulative Feedback on Overall Performance
+ Utilize Reward Mechanics to Light a Blazed Path of Accomplishment.
+ NOT About Shiny Digital Trophies, or Badges
+ Ensure that Rewards are Meaningful to Player Competence, during immediate play and
long-term engagement.
22. COMPETENCE
EXPERIENCE OF CHALLENGE
+ Build Player Skill Through Challenges That Cause Them To Reach Just A Bit Out of Their Level
+ Optimal Challenges Stretch Player Ability But Don’t Overwhelm
+ Allow Players to Fail, if they can Learn and Grow from it (Gami cation does NOT do this)
+ Still, a High Success to Fail Ratio Works Best
EXPRESSION OF MASTERY
+ After Hard-Earned Rewards, Allow Players to Enjoy and Express their Dominance
+ Ease-Off Dif culty for a Short Term
+ Provide Social Outlets for Bragging & Peacocking
+ Big “Juicy Feedback” for a Job Well Done.
23. AUTONOMY
THE GAME BELONGS TO THE USER
+ Choice, Control and Mastery lead players to Deep Engagement and Loyalty
+ Provide the Right Information for Players to Best Make Use of their Autonomy
+ Operant Conditioning Tactics such as Time-Based or Loss Aversion Mechanics are a Turn-Off to
those who recognize them and simply Predatory to those who don’t
OPPORTUNITIES FOR ACTION!
+ Goal is to Maximize Opportunities for Action
+ Provide a Variety of Ways to Play (Competitive, Cooperative, Solo)
+ Provide a Variety of Available Actions (Challenge, Social, Side-Quests, Secrets, Unlocks, etc.)
+ Allow Multiple Paths through Nested Goals that still lead to Overarching Goal
24. IMMERSION & FLOW
Flow is completely focused motivation..
It is a single-minded immersion and represents perhaps the ultimate in harnessing
emotions in the service of performing and learning. - Mihály Csíkszentmihályi (1990)
25. RELATEDNESS
THE SPARK OF CONNECTION
+ We are intrinsically motivated to seek meaningful connections with others
+ Data shows that in multiplayer situations, allowing players to connect with others and build
relationships energizes, motivates and sustains ongoing engagement.
+ Focus on mechanics that allow players to both give and receive support of their goals
+ Provide for Communities of interest beyond one-on-one connections
BEYOND OTHER PLAYERS
+ Tap into content that people are passionate about (Health, Wealth, Career, Arts, ProSocial)
+ Allow users to inject their own short & long term goals into the system (Think Mint Goals)
+ Support your players with Informational Feedback that they care about
27. RESEARCH INSPIRES DESIGN
CRITICAL STAKEHOLDER QUESTIONS:
1. What is the main reason for Gamifying your product / service?
2. How does it bene t the user?
3. Will they enjoy it?
BUSINESS QUESTIONS:
What Actions do you want your players to take?
What are the goals of the business?
How do you get the users to ful ll those goals?
PLAYER QUESTIONS:
Who are your Users?
What are their needs and goals? Why are they Playing?
What is their Primary Play Style? (Solo, Competitive, Cooperative)
Who are they Playing With?
What Social Actions do they nd enjoyable – and why?
What Metrics do they care about?
28. MAN THE PLAYER
CURRENT PLAYER TYPE MODELS
1996
Richard Bartle: 4 Type Model & 8 Type Model
2005
Nick Yee: 3 components, 10 subcomponents
2006
Klug, Schell: 9 Player Types
2010
Kallio, Mayra and Kaipainen: 9 Types of Players
30. BARTLE’S PLAYER TYPES
EXPLORER
Gets positive experience by nding new things in the world around them
(Secrets, Unlocks, Easter Eggs)
LIKES TO:
Find own route around the game system
Engage in Open-Ended Play
Learn or acquire information during gameplay
Achieve their Goals in their own way on their own time (Autonomous Play)
DESIGN CHALLENGE:
Prefers to play at own pace. Likes to customize their experience and feels restricted
when game forces them to move on before they are ready.
31. BARTLE’S PLAYER TYPES
ACHIEVER
Motivated by a Sense of Progress and Mastery of the System
LIKES TO:
Measure Objectives in the Game
Make Progress towards objectives
Gain Recognition for their successes
Complete Collections of Rewards
Acquire Unique or Rare Objects or Status
Analyze and Understand Game Mechanics
DESIGN CHALLENGE:
Can be hard to design proper level of challenge for these folks. Flow State.
32. BARTLE’S PLAYER TYPES
KILLER
Similar to Achiever, except play Win/Lose game and want to show others
”Look at Me, I Won!”
LIKES TO:
Compete
Win
Show-Off
Trash Talk, Taunt
DESIGN CHALLENGE:
Hitting the right dif culty level
Keeping them in Check from Hacking the System or Disrupting the Community
33. BARTLE’S PLAYER TYPES
SOCIALIZER
Play games mostly to connect with other people
LIKES TO:
Gain Friends and In uence People
Join or Lead Groups
Organize Cooperative Activities
Comment, Share, Award
Be Liked
Gain Prestige
DESIGN CHALLENGE:
Building a sustainable community for interaction among players
36. BONUS TIPS FOR ENGAGEMENT
ENGAGEMENT IS A JOURNEY
Design the Experience Over Time
Create Journey Maps (Timelines of player actions, reactions & emotions)
What does that Journey Towards Mastery look like?
ONBOARDING
Focus on N00B and First Time Experience
The First 60 seconds are crucial to show First-Time Users how it works
Get In, Get Busy, Tell People, Come Back
Guide the Player Experience - N00B Can’t Lose, Give them endorphin releasing
actions to perform.
GIVE THEN GET
Provide Value immediately when users arrive.
Give them the opportunity to engage, personalize and express preferences before
asking them to register.
37. BONUS TIPS FOR ENGAGEMENT
PICK THE RIGHT REWARDS AND FEEDBACK
Know your audience intimately and create enough Juicy Feedback for all levels of
the Journey (N00B, Regular, Master)
Light the Path of the Journey with Progress Mechanics
Achievable short term goals that work towards overarching long term goals
SOCIAL HOOKS
If you’ve created the RIGHT Rewards/Achievements then your Players will WANT to
share their Status with others.
DESIGN ETHICALLY
Addiction is not the same as Engagement
There is certainly ‘Click-Whir’ Behavioral Psych at work behind many mechanics.
Use them Responsibly.
38. REFERENCES: A PATH TO MASTERY
GAME DESIGN THINKER
Nic Kelman, “Yes, but is it a game?” from Games : Required essay from a not so
required book.
Raph Koster, A Theory of Fun for Game Design : Fun arises from Learning & Mastery
James Paul Gee, What Video Games Have to Teach Us about Learning & Literacy :
Pairs nicely with Koster’s book
Mihály Csikszentmihályi, Flow – The Psychology of Optimal Experience : Many
implications for creating engagement architectures
Johan Huizinga, Homo Ludens, A Study of the Play Element in Culture : “It is ancient
wisdom, but also a little cheap, to call all human activity ‘play’.”
Ryan, Deci, The Handbook of Self-Determination Research : Perhaps the most well
researched psychological theory of intrinsic motivation
39. REFERENCES: A PATH TO MASTERY
GAME MAKER
Hunicke, Leblanc, Zubek, MDA a Formal Process of Game Design : Origin of the
Mechanics, Dynamics, Aesthetics framework
Jesse Schell, The Art of Game Design – A Book of Lenses : Tactical and practical
Bateman, Boon, 21st Century Game Design : Pragmatic approach to Game Design
Jane McGonigal, Reality is Broken : Serious Games will Save the World
Zicherman, Linder, Game-Based Marketing : Enthusiastic, Behaviorist Argument for
Gami cation Pro teering.
BONUS PLAY
Bartle Player Type Quiz : http://www.game-on-book.com/bartle
Jesse Schell, Visions of the Gamepocalypse [VIDEO] : http://bit.ly/jT6LvD
40. Portsmouth | Boston | Louisville
We deliver research-inspired design Dustin DiTommaso
aimed at improving the experiences Experience Design Director
people have with technology, Email: dustin@madpow.net
organizations, and each other. Twitter: @DU5TB1N