Cette intervention sera consacrée à une exploration des différents modes d’usages des serious games comme un véhicule d’expérience des activités du réel. L’application croissante des interfaces pervasives au design de jeux immersifs sera abordée. L’assistance sera également invitée à partager les futurs usages des serious games.
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 :)
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
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 :)
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
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.
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.
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.
The Science of LEGO SERIOUS PLAY - Play, Construction, ImaginationMarko Rillo
The Science of LEGO SERIOUS PLAY - Play, Construction, Imagination (2006) The Lego Group / Executive Discovery Llc.
24-page brochure that summarises the early research carried out by the Imagination Lab Foundation that laid the foundation for the further development of LEGO Serious Play Methodology that is freely available as Open Source tool under Creative Commons 3.0 licence.
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.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
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.
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
FLUPA "Serious Games" - Séverine Erhel - Les apports de la conception centrée...Flupa
Séverine Erhel vous parlera du projet VESTA, valoriser les espaces sociaux pour travailler et Apprendre. Ce projet visait à créer un Serious Game comportant une dimension éducative et sociale pour la formation des Assistantes de Vie. L’une des forces de ce projet est d’avoir permis la mise en oeuvre d’une démarche de conception centrée utilisateur pour l’élaboration du serious game éducatif. L’intervention de Séverine Erhel reviendra sur les différentes étapes de la démarche de conception centrée utilisateur (CCU) ainsi que les résultats obtenus. Elle tentera de mettre en évidence les apports d’une démarche CCU lors de la création d’un support particulier comme un Serious Game Educatif. Elle montrera également l’importance d’une telle démarche lorsqu’on s’adresse à une population spécifique comme les assistantes de vie.
Nous nous intéressons à la prise en compte des émotions des clients en conception de produit. Un produit complexe comme l’automobile est un ensemble de sous-parties. En phase amont de conception, seules des représentations visuelles ou des maquettes non fonctionnelles sont disponibles. Est-ce qu’une sous-partie non fonctionnelle du véhicule est génératrice d’émotions auprès du client ? Est-ce que les modèles d’expérience utilisateur liant attributs perçus de l’objet, émotions et satisfaction globale sont valides dans ce contexte ? Notre étude, basée sur l’évaluation de dix photographies de tableaux de bord par cent clients, tentera de répondre à ces questions.
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.
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.
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.
The Science of LEGO SERIOUS PLAY - Play, Construction, ImaginationMarko Rillo
The Science of LEGO SERIOUS PLAY - Play, Construction, Imagination (2006) The Lego Group / Executive Discovery Llc.
24-page brochure that summarises the early research carried out by the Imagination Lab Foundation that laid the foundation for the further development of LEGO Serious Play Methodology that is freely available as Open Source tool under Creative Commons 3.0 licence.
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.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
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.
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
FLUPA "Serious Games" - Séverine Erhel - Les apports de la conception centrée...Flupa
Séverine Erhel vous parlera du projet VESTA, valoriser les espaces sociaux pour travailler et Apprendre. Ce projet visait à créer un Serious Game comportant une dimension éducative et sociale pour la formation des Assistantes de Vie. L’une des forces de ce projet est d’avoir permis la mise en oeuvre d’une démarche de conception centrée utilisateur pour l’élaboration du serious game éducatif. L’intervention de Séverine Erhel reviendra sur les différentes étapes de la démarche de conception centrée utilisateur (CCU) ainsi que les résultats obtenus. Elle tentera de mettre en évidence les apports d’une démarche CCU lors de la création d’un support particulier comme un Serious Game Educatif. Elle montrera également l’importance d’une telle démarche lorsqu’on s’adresse à une population spécifique comme les assistantes de vie.
Nous nous intéressons à la prise en compte des émotions des clients en conception de produit. Un produit complexe comme l’automobile est un ensemble de sous-parties. En phase amont de conception, seules des représentations visuelles ou des maquettes non fonctionnelles sont disponibles. Est-ce qu’une sous-partie non fonctionnelle du véhicule est génératrice d’émotions auprès du client ? Est-ce que les modèles d’expérience utilisateur liant attributs perçus de l’objet, émotions et satisfaction globale sont valides dans ce contexte ? Notre étude, basée sur l’évaluation de dix photographies de tableaux de bord par cent clients, tentera de répondre à ces questions.
Petit Déj FLUPA "Qualité de vie et technologies" - Ludivine MartinFlupa
Influence des pratiques organisationnelles et managériales et des TIC sur la motivation au travail des salariés et la rétention des salariés motivés dans les entreprises
FLUPA UX-Day 2014 - Gabe Zichermann : "UX & Gamification"Flupa
Gabe Zichermann est le président du GSummit (http://gsummit.com/ 10-13 juin 2014 à San Francicso) où les meilleurs experts en gamification de l’industrie viendront partager leurs connaissances à propos de l’engagement et la fidélité des clients et employés. Il est aussi fondateur de Gamification.Co (gamification.co) et éditeur d’EQ magazine. Il est également conférencier, entrepreneur très apprécié et auteur de son nouveau livre The Gamification Revolution (McGraw Hill, 2013 - gamrev.com) qui traite de la façon dont les dirigeants misent sur des stratégies de gamification pour écraser la concurrence. Ces livres précédents Gamification by Design (2011) et Game-Based Marketing (2010) ont aidé à définir les standards et cadres de cette industrie et continuent à être des références en la matière aujourd’hui. Gabe est co-fondateur de Dopamine (dopa.mn) où il travail avec des grandes marques et startups pour apporter de l’engagement aux quatre coins de ces entreprises. Gabe vit à New York, où il co-dirige l’accélérateur à startup The Founder Institute et où il est membre du bureau de StartOut.org.
FLUPA UX-Day 2014 - Sophie Henry : "L’UX sans papier, ou comment faire de l’U...Flupa
Dans l’environnement constamment changeant des nouvelles technologies, les designers UX doivent souvent pouvoir communiquer leurs connaissances par d’autres voies que des documents longs à préparer ou trop spécialisés. Quelles autres outils et techniques sont à notre disposition ? Dans quel contexte peut-on les utiliser ?
À l’occasion de la journée internationale pour la santé et la sécurité au travail la FGTB (Fédération Générale du Travail de Belgique) a interrogé 1.760 travailleurs pour savoir si les machines et moyens de communications représentent une avancée ou un recul dans la qualité de leur vie. Il en ressort que l’utilisation des outils de communication est massive dans tous les milieux de travail et que les machines définissent souvent partiellement ou totalement le rythme du travail des travailleurs. Les conséquences au niveau de la santé physique et psycho-sociale ne sont pas anodines. Pour les travailleurs interrogés, les moyens de communication sont vécus comme un instrument de contrôle et débouchent sur une intrusion de plus en plus grande de la vie professionnelle dans la vie privée. Cette situation devient préoccupante car elle augmente la pression et le stress ressenti par les travailleurs.
Présentation des effets de synergie au sein d’une équipe de sociologues et ergonomes. Cette intervention sera basée sur des exemples concrets d’études ainsi que la description de méthodologies permettant la prise en compte des compétences des sociologues et ergonomes sur les mêmes projets NTIC au sein d’une grande entreprise (Bouygues Telecom).
Les Nouvelles Technologies – smartphones, Internet, mails… et autres technologies : outils nomades, géolocalisation – sont utilisées par les deux tiers de la population active. Elles sont développées dans le but de faciliter la vie personnelle et professionnelle. Le problème des nouvelles technologies viendrait de leur usage actuel qui, selon le rapport « l’impact des technologies de l’information et de communication sur les conditions de travail » (DGT, 2012) du Centre d’Analyse Stratégique, peuvent générer « une augmentation du rythme et de l’intensité du travail » et amplifier le phénomène de stress au travail et hors travail.
Afterwork FLUPA "UX et Agilité" - Marseille, 10 juin 2014 - Benoit Gantaume :...Flupa
Et si on passait du côté obscur de la conception le temps d’une soirée ?
Les développeurs voient souvent le monde en noir et blanc, en 0 et 1.
Autant dire que le design, l’ergonomie ou l’expérience utilisateur ne sont pas leur fort. J’en entends même qui disent : "au fond, le problème c’est l’utilisateur… Ce serait tellement plus simple s’il n’y en avait pas…"
Pourtant, ils sont bien sensibles à cette dimension : la critique est facile mais l’art est difficile…
Durant cette soirée, nous vous proposons le regard d’un développeur sur l’ergonome au travers du prisme de l’agilité.
Journée Thématique FLUPA "Technostress" - Ludivine Martin : Usage d’Internet,...Flupa
Dans le contexte de l’avènement de la société de la connaissance, la diffusion des technologies de l’information et de la communication (TIC) associée aux nouveaux modèles de travail (tels que la décentralisation de la prise de décision ou le travail en équipe) permettent d’accroître la performance des entreprises. Le problème économique majeur pour les entreprises, dans ce contexte, est de fournir un environnement de travail motivant favorisant le bien être et la performance de leurs salariés. La présentation visera à donner un éclairage récent sur le thème des TIC, pratiques managériales innovantes en lien avec le bien-être au travail et la performance des salariés. Pour cela, le Dr. Ludivine Martin nous présentera les principaux résultats mis en évidence par ses travaux de recherche.
Il y a quelques années le terme UX est apparu en France et a été massivement adopté. Les intitulés de postes habituels tels que « ergonome web/IHM » ont presque disparu et les UX designers ont fleuri un peu partout. Dans le même temps la méthodologie Agile a envahi le monde de l’informatique obligeant les ergonomes à s’adapter : on commence alors à parler d’Agile UX. Qu’est-ce que l’Agile UX ? Qu’y a t-il de nouveau pour nous ergonomes ? D’ailleurs, qui sommes-nous devenus ? Ergonomes ou UX designers ? Quelles différences avec la pratique « classique » de l’ergonomie ? Quels sont les nouveaux challenges ? Comment l’ergonome peut-il s’approprier les rituels Agile ? Je me propose d’aborder ces thèmes avec vous lors de ma présentation afin d’apporter des réponses à ces questions basées sur mes lectures, mon expérience et ma pratique au quotidien.
FLUPA UX-Day 2013 : Valériane Dusaucy "Connaissances vs. saillance dans la mu...Flupa
Cette étude porte sur les mouvements oculaires en multitâche de scènes dynamiques entre experts et novices dans le jeu en ligne World of Warcraft (WoW). Deux approches majeures et opposées expliquent les stratégies d’exploration visuelle à une étape précoce du traitement de l’information. D’une part la théorie de la saillance visuelle qui accorde de l’importance à des mécanismes bas-niveau et d’autre part la théorie du traitement descendant (e. g., le contrôle cognitif immédiat) qui met l’accent sur le rôle des connaissances antérieures. Nos experts au jeu WoW montrent une utilisation interactionniste entre mécanismes top-down et bottom-up qui vient moduler l’expertise en fonction de la complexité de l’environnement.
FLUPA UX-Days 2016 - "Démarche UX et troubles cognitifs : un retour d’expérie...Flupa
En tant qu’UX Designer, nous intervenons dans les projets qui nous sont confiés selon une démarche de conception centrée utilisateurs (CCU). Cette approche place l’utilisateur et la tâche qu’il doit effectuer au centre de la conception et a pour objectif de proposer des produits et services qui répondent réellement à ses besoins et attentes. Il existe de nombreuses méthodes pour mettre en place une approche centrée sur l’utilisateur : tri de carte, test utilisateur, questionnaire, etc. Grâce à la CCU, nous assurons une bonne utilisabilité des outils et services que nous concevons et leur appropriation par les utilisateurs finaux afin d’obtenir une expérience utilisateur optimale.
L’évolution considérable du domaine du numérique nous amène à intervenir auprès de publics divers et variés de par leur culture, leur âge, leur connaissance, leur expertise, etc. Nous nous adaptons aux caractéristiques propres de chaque utilisateur que nous rencontrons. Dans le cadre de cette communication, nous souhaitons apporter notre retour d’expérience concernant la conception d’outils à destination d’utilisateurs présentant des déficiences cognitives, à travers deux exemples concerts : la conception d’un site web à destination de personnes trisomiques et la conception d’un logiciel d’aide pédagogique pour des enfants en situation de multihandicap.
Nous exposerons les différentes situations rencontrées lors de notre intervention, la démarche que nous avons adoptée et les ajustements que nous avons dû réaliser dans l’application de notre méthode de travail. Nous évoquerons notamment l’inadéquation de certaines méthodes existantes avec les besoins des utilisateurs. Nous terminerons en proposant quelques conseils et des pistes d’améliorations.
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Career as a Product Manager / Data Analyst in the Games IndustryThomas Hulvershorn
An introduction to Product management and Data Analytics and advice how to start your career in these areas.
Sahil Gupta and Thomas Hulvershorn talking to Students at Abertay University in Dundee / Scotland
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.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
UX Days 2019 by Flupa - Conférence : Laure Constantinesco et Chloé GirardFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Laure Constantinesco et Chloé Girard : Leroy Merlin L'Appart : comment mettre de l'UX dans un magasin de bricolage
UX Days 2019 by Flupa - Conférence : Patrick MaruejoulsFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Patrick Maruejouls : Design Systémique : vers une nouvelle approche du Design au XXIe siècle.
UX Days 2019 by Flupa - Conférence : Nicolas Duval et Dawid WolduFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Nicolas Duval et Dawid Woldu : Evolution of design systems. Closing the gap between design and production.
UX Days 2019 by Flupa - Conférence : Marc StickdornFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Marc Stickdorn : Doing is the hard part – How to embed service design in organizations.
UX Days 2019 by Flupa - Atelier : Silvan Cabot, Amel Taïbi et Julie Plemeniti...Flupa
UX Days 2019 - Journée des Atelier du jeudi 20 juin 2019 - Atelier de Silvan Cabot, Amel Taïbi et Julie Plemeniti Arbanas : Tester à distance pour tester plus vite et plus souvent
UX Days 2019 by Flupa - Atelier : Nicolas CatherinFlupa
UX Days 2019 - Journée des Atelier du jeudi 20 juin 2019 - Atelier de Nicolas Catherin : Whiteboard Design Challenge, un outil pour les distinguer tous
UX Days 2019 by Flupa - Conférence : Morgane PengFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Morgane Peng : Design et stratégie : pourquoi et comment se mêler des affaires des autres
UX Days 2019 by Flupa - Atelier : Gwendoline Fradin, Marion Pillet et Elise M...Flupa
UX Days 2019 - Journée des Atelier du jeudi 20 juin 2019 - Atelier de Gwendoline Fradin, Marion Pillet et Elise Martin : La dataviz aux p’tits oignons !
UX Days 2019 by Flupa - Conférence : Aurélie BatonFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Aurélie Baton : Design & Climat – Le design durable, on s'y met aujourd'hui.
UX Days 2019 by Flupa - Conférence : Alexia BucletFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Alexia Buclet : Conception d'interfaces immersives pour la réalité virtuelle et augmentée : découverte d'un cas pratique.
UX Days 2019 by Flupa - Conférence : Stéphane MaltorFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Stéphane Maltor : OK Google, Dis Siri, Alexa : comment designer une expérience pour assistant vocal ?
UX URBAN DESIGN
Conférence de Quentin Lefevre
Il s'agit dans cette intervention d'évoquer une recherche-action en cours portant sur le sujet de l'UX Urban Design, c'est à dire d'une approche de la fabrication de la ville centrée sur ses utilisateurs. Seront évoqués plusieurs cas d'étude.
Plus d'infos sur : uxday.flupa.eu/ux-urban-design
FACILITER LE CHANGEMENT D'UNE CULTURE D'ENTREPRISE GRÂCE À L'EX
Conférence de Nadège Bide
L'Humain revient au centre de l'Entreprise et tout le monde rêve d'employés engagés...
"Il y une application pour cela ! Créons un chatbot... ou une plateforme connectée..."
Vraiment ?
Nous verrons ensemble pourquoi le rôle de l’UX designer doit aller au-delà de la conception d'un outil afin d'accompagner et d'assurer le succès de la transformation numérique des PME et grands groupes.
Quels sont les leviers et freins les plus courants ? Comment accompagner les RHs et convaincre ?
De la théorie à la pratique... à l'introspection : et vous, qu'est ce qui fait de vous un collaborateur engagé ?
Plus d'infos sur : uxday.flupa.eu/changement-culture-entreprise
KIT DE PERSUASION DIGITALE À L’ATTENTION DES HONNÊTES UX DESIGNERS
Conférence de Jidé Tidjani-Serpos
Une réflexion sur le thème des technologies persuasives agrémentée d’études de cas tirées des meilleurs acteurs de l’industrie en la matière : Facebook, Google, Spotify, LinkedIn, Airbnb, Amazon, Apple et plus encore.
Les technologies persuasives sont un champ multi-disciplinaire dont l’object est le design, le développement et l’évaluation des technologies interactives qui visent à faire évoluer les attitudes et les comportements des utilisateurs par la persuasion et l’influence sociale. Ce champ exclut la coercition et la tromperie.
L’objectif de cette intervention est de permettre aux auditeurs de disposer d’un set d’outils et de techniques de persuasion digitale faciles à appliquer dans leur quotidien de designer afin d’optimiser les métriques de leurs expériences et d’atteindre leurs objectifs métiers ou business.
Plus d'infos sur : uxday.flupa.eu/kit-de-persusaion-digitale-a-l-attention-des-honnetes-ux-designers
Flupa UX Days 2018 | Sara Wachter-Boettcher (EN)Flupa
DESIGNING INCLUSIVE PRODUCTS
Conférence de Sara Wachter-Boettcher
Même si nos projets commencent toujours avec de très bonnes intentions, on se retrouve souvent avec des produits pilotés par des stéréotypes toxiques qui sont véhiculés dans la culture tech : des balances connectées qui déduisent que tout le monde veut perdre du poids, des formulaires qui ne correspondent pas aux personnes transgenres, des bots lecteurs de curriculum qui désavantagent les femmes,les systèmes de reconnaissance faciale qui n’arrivent pas à identifier les personnes de couleur…
Aujourd’hui, la technologie a pris une place centrale dans le quotidien de nos utilisateurs jusqu’à aller dans le moindre recoin de leur intimité, nous avons notre part de responsabilité par nos décisions lorsque ces produits incluent ou rejettent des utilisateurs. Durant cette keynote, Sara Wachter-Boettcher expliquera comment la culture de l’industrie tech est en train de créer des produits qui exploitent des préjugés, manipulent et blessent des utilisateurs, mais nuisent également à la démocratie. Elle nous présentera également le comportement à adopter pour éviter de créer ce type de produit : comment concevoir des hypothèses dans notre processus de travail, vérifier que les décisions prises autour du produit soient correctes auprès de différents utilisateurs et différentes situations, avoir des discussions avec ses équipes et les entreprises et poursuivre une démarche de conception plus éthique et inclusive pour notre industrie.
Plus d'infos sur : uxday.flupa.eu/designing-inclusive-products
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/
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
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
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
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.
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.
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
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.
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."
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
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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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.
FLUPA "Serious Games" - Olivier Zéphir - Les serious games, une interface pervasive pour des expériences virtuelles dans le réel
1. Bridging your ideas to success
olivier.zephir@technoport.lu
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 1
2. Here is Luxembourg
A diversified service dominant economy
investigating digital and creative industries
5/31/2013 2Petit Déj’ FLUPA Rennes - Serious Games
4. Evolving in a digital and gaming era
A pervasive phenomenon
Brief agenda:
- Games an interface for (entertaiment, learning, “X” practices)
- Games mechanics : engagement/ loyalty/ motivation and more
- Gamification, serious & real games
- Enterprise applications
- My investigation field - Challenges and contests
- Serious/real games UXD, from augmented to pervasive
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 4
6. Games an interface to practices
Some figures
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 6
500 Million players on social web world widely
Growing global market
2010 2011 2012 2013 2014
$3,7 bn
$4,9 bn
$6,2 bn
$7,5 bn
$8,6 bn
French average players are
women of 43yrs
63 %
women
31 %
Men
53% of social web
players do not play
console games
8. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 8
Games mechanics
Employee-centric applications
9. Where games work best
Skills
behaviours
matrix
In role
behaviours
Organisational
citizenship
behaviours
Core
work
skills
Unique
work
skills
Expanding
work
skills
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 9
10. "Gamification describes the broad trend of employing game
mechanics to non-game environments such as innovation,
marketing, training, employee performance, health and social
change"
Gamification trends:
50% of companies that manage innovation processes will gamify those processes –
2015 – Gartner 2013
Ex of game mechanics use:
View content, post questions, post answers, rate content, subscribe, feed ideas, blogs
points, leader boards , "buzz index“
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 10
Gamification, serious & real games
Employee-centric applications
12. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games
1st Day 2nd Day
00:00 a.m
09:00 a.m
00:00 a.m
Welcome
Ideation & 1st
concepts
Concept &
prototyping
Build concept
story board
Presentation
Exploration
09:00 a.m
18:00 p.m
Finalise
prototype and
conduct mini
survey
Business model
Presentation
3rd Day
17:00 p.m
12
Gamification, serious & real games
Designing engaging gameplay
13. Accenture community of practice - gaming & social networking mechanics
Gamification uses game design and game mechanics in non-entertainment contexts to
engage employees, encourage collaborative behaviors, drive the adoption of tools and
capabilities, and enhance retention and a sense of responsibility among employees.
Accenture is leveraging gamification to shape behaviors and drive a culture of collaboration
and sharing that will help solve problems and bring people together around a single
goal or idea
Games efficiency: Fairness, transparency, feedback, trust, communication, engagement
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 13
Gamification, serious & real games
Enterprise applications
14. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 14
La gamification au
service de la gestion des
ressources humaines
Feedback de l’atelier matinale de l’innovation RH sur la
gamification, serious games, le travail sous formes de jeu et
les nouvelles perspectives pour la fonction RH.
Application au
Luxembourg
24 experts RH ont
formés 8 équipes
Jeu de rôle sur la projection des futurs services RH gamifiés
8 concepts formalisés à partir:
- Attentes des collaborateurs
- Services RH gamifiables
Gamification, serious & real games
Enterprise applications
15. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 15
Gamification, serious & real games
Enterprise applications
Idéation sur l’applicabilité du jeu en entreprise
Compétition positive
Stimuler coopétition
Se mesurer aux autres
Challenge individuel/équipe
Compétition amicale
Dépasser ses limites
Dépassement de soi
Oser
Jeu pour valoriser les compétences
Facilite l’acquisition de
comportements
Support a l’apport de connaissance
Mutualisation d’idées
Lieu d’échange
Moment de
rencontre
Susciter la créativité
Innovation
Stimuler la motivation
Superficiel
Infantilisant
Besoin de règles
Encadrement nécessaire
Teambuilding
Fédérer les collaborateurs
Renforce la collaboration
S’adapter à la génération Y
Travailler en s’amusant
Réduire la lassitude
16. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 16
Gamification, serious & real games
Enterprise applications
Attentes des collaborateurs exprimées
1. Mise en évidence du leadership
2. Tâches administratives, enlever la routine
3. Aide à l’intégration des nouveaux entrants
4. Formation et acquisition de nouvelles compétences
5. Aspects formation dans l’entreprise
6. Connaissance de l’entreprise
7. Implication dans le processus de créativité
8. Apprentissage du métier et développement des
compétences
Tendance exprimées
Apprentissage & Formation
Créativité
Contre routine
Leadership
17. Admin / IT contest System engine
Physical
evidence/
Interfaces
User
journey/
actions
Front
office/1st
level
interaction
Back
office
Support
processes
Participant actions
The gameplay
Contest Sponsor/Admin
Phase coordination & monitoring
Evaluator
Assessment & Rewards
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 17
Gamification, serious & real games
My investigation area
18. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 18
Serious gaming in coworking events
From augmented to pervasive paradigm
Mobile application development
challenge Nov – 2013
Start-up development challenge May &
Nov 2013
19. 19
Brainstorm and select
an idea
Design the different
components of the app
Assemble the mobile
UX solution
Team activities
Interactive activities
Contest check points
H12: Concept
pitch delivery
H22: Design
review
H34: Solution pitch
delivery
Collect feedbacks
Validate solution
Build visibility
Serious gaming in coworking events
Designing pervasive experience
21. Serious game UXD
An interface to play the real
The human activity matrix
Competitive Solo
Constructive
Experiential
Deconstructive
CollaborativeUser goal
Community
Performance
Teaching/Learning
Job Hobby
Sport Audience/Actor
AnalysisCriticism / Feedbacks
One
participant
Many participants
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 21
Raph Koster, 2005
22. 5/31/2013 22
Digital native learner characteristics (Prensky, Tapscott 2010)
- Craving for speed and inability to tolerate slow-paced environment
- Desire or perceived need to multitask
- Preference for pictures rather than text
- Tendency to process information in nonlinear ways
- Preference for collaboration and constant connectivity
- Preference for learning through activity rather than reading or listening (
Mixing of work and play
- Use of leisure time for effortful pursuits
- Expectation for immediate feedback and “payoff” for their efforts as found in games -
Preference for fantasy contexts as found in games and realistic TV and movies
- Expectation that technology is part of the landscape; difficulty with environments that
lack technology
Petit Déj’ FLUPA Rennes - Serious Games
Serious game UXD
Evolving user caracteristics
23. Critical elements to craft optimal gameplay experience
Pre production phase = Game design document (Game spec: look, feel, gameplay)
Player experience: Motivations, processes, expectations/satisfactions
Experience requirements:
Functional experiences are physical touchpoints
Non-functional experiences in goals and satisfaction
Need of frameworks for expressing UX requirements
1) Emotional requirements (the heart)
2) Gameplay requirements (the intellect)
a) Cognitive (the head)
b) Mechanical (the hands)
3) Sensory (the senses)
a) Visual (the eyes)
b) Auditory (the ears)
c) Haptic (if available) (touch)
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Serious game UXD
Future investigations towards pervasive gaming
24. Bridging your ideas to success
olivier.zephir@technoport.lu
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 24