This document discusses gamification and its use in encouraging audience engagement. It defines gamification as using game techniques to motivate behaviors for consumer products or services. Audiences are becoming more diverse as sponsors do as well. Techniques like rewards, badges, and competition aim to make the behaviors fun and encourage continued participation. Effective gamification designs a mutually beneficial entertainment experience around a clearly defined business goal. It discusses applying these concepts to loyalty programs, consumer products, surveys and more. It also outlines the roles and motivations of audiences versus sponsors in a gamification system.
This PowerPoint defines the adult demographic that partakes in social gaming and their motives and characteristics as consumers. It also looks at the various types of in-game advertising, the pros and cons of in-game advertising, as well as the overall effectiveness of this type of marketing strategy.
The document proposes using gamification to boost tourism in Greene County. It suggests creating a unified Greene County character, developing an educational treasure hunt game, and opening gaming resorts that host game developers and attractions. The resorts would attract local and worldwide tourists year-round and generate revenue. A Greene County gaming rewards credit card and retail loyalty program is proposed to further incentivize tourism. The goal is to combine various county agency resources to develop something new that appeals to modern travelers.
This document discusses the importance of visual merchandising and storytelling online. It notes that humans are visual and social, and enjoy engaging content like photos and videos. Various statistics and studies are presented showing the positive impact of rich visual content like photos and videos on customer engagement, purchase decisions, and sales for retailers and travel brands. Professionally produced video in particular can increase online sales by 6-30% compared to user-generated content. The document advocates using online visual content like photos, videos, and stories to enhance customer experience and drive business outcomes.
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
Presentation given to Toronto 101 to introduce Conducttr and explain how to build a participatory story around traditional linear media.
If you're excited by this kind of storytelling, please join our Community at http://members.tstoryteller.com
ChawaChawa is an online gaming portal that allows players to play games for free. Points earned from games can be donated to various "Help Targets" which provide financial support to relief organizations. Corporate sponsors advertise on the site and their advertising fees fund the Help Targets. Players choose a game, Help Target, and compete with others contributing to that cause. This creates a partnership where players, sponsors, and relief organizations all benefit.
Social Gaming & Gambling Summit_Martin WilliamsMediabistro
This document outlines design principles for the next generation of social games. It discusses common negative design traits in current social games like psychological manipulation, passive gameplay, inadequate rewards, and synthetic game elements. These traits can undermine player engagement. The document recommends focusing on positive traits like fairness, emotional connections, balanced competition, and player immersion. It also suggests drawing inspiration from classic games with strong social elements that featured novelty, creativity, compelling progression, and harnessing social bonds. The goal is to create social games with "compelling value" that provide real world benefits and deeper engagement to attract players.
The document discusses gamification of customer loyalty programs. It introduces concepts like the loyalty game loop, which aims to keep customers engaged through a cycle of joining, purchasing items, earning and redeeming points. It emphasizes adding more interactions beyond just transactions, like check-ins, product reviews and social sharing. Game design principles like game structure, engagement and recognition are discussed to improve customer interactions. The concept of flow is introduced, where challenge levels are balanced with skill levels to keep customers engaged without causing boredom or anxiety. Tiered loyalty programs can use this to gradually increase challenges.
This PowerPoint defines the adult demographic that partakes in social gaming and their motives and characteristics as consumers. It also looks at the various types of in-game advertising, the pros and cons of in-game advertising, as well as the overall effectiveness of this type of marketing strategy.
The document proposes using gamification to boost tourism in Greene County. It suggests creating a unified Greene County character, developing an educational treasure hunt game, and opening gaming resorts that host game developers and attractions. The resorts would attract local and worldwide tourists year-round and generate revenue. A Greene County gaming rewards credit card and retail loyalty program is proposed to further incentivize tourism. The goal is to combine various county agency resources to develop something new that appeals to modern travelers.
This document discusses the importance of visual merchandising and storytelling online. It notes that humans are visual and social, and enjoy engaging content like photos and videos. Various statistics and studies are presented showing the positive impact of rich visual content like photos and videos on customer engagement, purchase decisions, and sales for retailers and travel brands. Professionally produced video in particular can increase online sales by 6-30% compared to user-generated content. The document advocates using online visual content like photos, videos, and stories to enhance customer experience and drive business outcomes.
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
Presentation given to Toronto 101 to introduce Conducttr and explain how to build a participatory story around traditional linear media.
If you're excited by this kind of storytelling, please join our Community at http://members.tstoryteller.com
ChawaChawa is an online gaming portal that allows players to play games for free. Points earned from games can be donated to various "Help Targets" which provide financial support to relief organizations. Corporate sponsors advertise on the site and their advertising fees fund the Help Targets. Players choose a game, Help Target, and compete with others contributing to that cause. This creates a partnership where players, sponsors, and relief organizations all benefit.
Social Gaming & Gambling Summit_Martin WilliamsMediabistro
This document outlines design principles for the next generation of social games. It discusses common negative design traits in current social games like psychological manipulation, passive gameplay, inadequate rewards, and synthetic game elements. These traits can undermine player engagement. The document recommends focusing on positive traits like fairness, emotional connections, balanced competition, and player immersion. It also suggests drawing inspiration from classic games with strong social elements that featured novelty, creativity, compelling progression, and harnessing social bonds. The goal is to create social games with "compelling value" that provide real world benefits and deeper engagement to attract players.
The document discusses gamification of customer loyalty programs. It introduces concepts like the loyalty game loop, which aims to keep customers engaged through a cycle of joining, purchasing items, earning and redeeming points. It emphasizes adding more interactions beyond just transactions, like check-ins, product reviews and social sharing. Game design principles like game structure, engagement and recognition are discussed to improve customer interactions. The concept of flow is introduced, where challenge levels are balanced with skill levels to keep customers engaged without causing boredom or anxiety. Tiered loyalty programs can use this to gradually increase challenges.
Este documento presenta un modelo de evaluación de software educativo desarrollado por el Instituto Latinoamericano de la Comunicación Educativa (ILCE). El modelo propone una evaluación integral, continua y modular que cubra todas las etapas del proceso, desde el diseño hasta la aplicación del software. Se compone de cuatro módulos dirigidos a diseñadores, administradores, usuarios y evaluadores. El objetivo es apoyar a quienes participan en el diseño, evaluación, administración y uso de software educativo mediante criterios de evaluación en lugar de list
Key ecommerce trends and forecasts from now to 2020Salmon Limited
1) By 2020, online shopping is expected to dominate over in-store shopping, with stores primarily supporting online purchases. Black Friday sales surpassed $1 billion online for the first time in 2015.
2) There are two main types of online shoppers - those focused on convenience and transaction, exemplified by Amazon, and those seeking inspiration from engaging content across devices.
3) The rise of programmatic commerce and digital assistants means consumers will increasingly rely on automation and pre-configured preferences to make purchases, moving from demand creation to demand anticipation.
Lawrence Lerner is an experienced executive who specializes in uncovering opportunities to launch digital products and ignite growth within companies. He has helped grow revenues by over 25% annually for major companies in industries like consulting, retail, finance, and technology. As an interim executive and board director, Lawrence brings experience launching products and services that have impacted millions of customers. His expertise includes developing new business lines, ventures, and processes to transform companies.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
O documento discute a evolução e aplicações de sistemas cognitivos como o IBM Watson. Ele descreve como Watson está sendo usado em diversas indústrias e países para analisar grandes volumes de dados e fornecer insights. O documento também discute como o Watson está se tornando mais inteligente ao aprender com novas interações e dados.
Zhang et al ecn 2016 building an accessible weevil tissue collection for geno...taxonbytes
Poster describing the origin and function of the ASUHIC Weevil Tissue Collection (WTC), see tinyurl.com/weeviltissuecollection; presented at the 2016 Entomological Collections Network Meeting, September 23, 2016, Orlando, Florida. ECN website: http://ecnweb.org/
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Blockchains and analytics can both help address challenges in the healthcare industry. Blockchains can help provide secure and interoperable sharing of medical records between institutions to allow patients access to the best outcomes. Analytics using technologies like Watson can provide insights from medical data to help develop new treatments and technologies. By removing barriers with blockchains, analytics can further improve healthcare effectiveness and efficiency and empower consumers to be more accountable for their health with access to insights.
Provenance aims to bring transparency to product supply chains and life cycles by making use of the inherent auditability, immutability and security of the blockchain as a persistent broker for trusted information as material things exchange hands. Here we present our work at the London Bitcoin meetup.
My Cloud Hospitality - Hotel Property Management System Sangeet Seth
"MyCloud Hospitality Property Management Solution" PMS - Online hotel booking system, - Rooms availability & rates management, - Repeat guest profiles & history, - Contracts management, - Web bookings through your hotel’s web site, - Management of availability & rates at 3rd party sites - Reservations made directly at your hotel, - Front desk operations including guest accounting, - Housekeeping - Points-of-sale order taking & settlements, - Debtors accounting and - Management reporting and sales analysis www.mycloudhospitality.com
Preheating effects in Electron Beam Additive ManufacturingNinggang Shen
This document presents research on numerical thermal analysis of electron beam additive manufacturing with preheating effects. It includes background on the technology, objectives to study preheating processes and multi-layer scanning simulations, and outlines thermal modeling and finite element analysis methods. Simulation results show that preheating penetration is around 0.5mm, substrates thicker than 10mm critically affect results, and multi-layer scanning causes differences in melt pool geometry and temperature distributions compared to single scans.
Evolutionary psychology combines evolutionary biology and cognitive psychology to study the evolution of human psychology and behavior. The core tenets of evolutionary psychology are that 1) behavior is influenced by psychological mechanisms and their inputs, 2) these mechanisms evolved through natural and sexual selection, and 3) they function to solve adaptive problems faced by our ancestors. While genes influence traits, epigenetics shows that environmental factors can influence which genes are expressed.
UNDOCUMENTED Vyatta vRouter: Unbreakable VPN Tunneling (MEMO)
18 Mar, 2014
SAKURA Internet Research Center
Senior Researcher / Naoto MATSUMOTO
Japan Vyatta Users Meeting 2014 Spring on Tokyo.
PBR-LB - Direct Server Return Load Balancing using Policy Based Routing (MEMO)Naoto MATSUMOTO
PBR-LB - Direct Server Return Load Balancing using Policy Based Routing
(MEMO)
07 Feb, 2013
SAKURA Internet Research Center
Senior Researcher / Naoto MATSUMOTO
This presentation discusses coordination and defines it as the organization of different elements of a complex body or activity to enable effective work. Coordination is a managerial function that properly adjusts and interlinks different business activities. Some key features of coordination include that it is essential to management, requires deliberate effort, and facilitates cooperation between different parts. The importance of coordination is that it encourages team spirit, gives proper direction, facilitates motivation, helps achieve objectives, and improves organizational efficiency and goodwill. Methods of coordination include various administration tools, delegation, evaluation, policies and procedures. Elements of successful coordination are leadership commitment, agreed outcomes, appropriate governance frameworks, sufficient resources, and a culture that supports coordination.
Taking your Loyalty Program Online for Short & Long-term ROI and Complementin...SplashDot Inc
This document discusses how casinos can extend their loyalty programs online to keep customers engaged after they leave the casino and drive both short and long term return on investment. It recommends a three phase approach: 1) Establish an online rewards club, 2) Integrate more engaging games, 3) Launch online gaming. It provides an example of a successful online loyalty program that increased membership from 35,000 to over 270,000 and drove higher customer visits and spending. The document argues that well-designed online promotions can provide immense value by training customers and strengthening the offline-online relationship.
This document discusses lessons that digital media properties can learn from social gaming about monetizing their fanbases. It notes that while the digital entertainment market will reach $134 billion by 2014, existing revenue streams are struggling. It outlines 8 lessons: 1) social gaming economics can provide an accretive revenue stream; 2) properties don't need to create the next viral hit but can "gamify" existing content; 3) fan communities already display social gaming behaviors; 4) properties already have invested fans and super users; 5) they have high quality existing content; 6) they understand e-commerce principles; 7) fans respond strongly to virtual currencies; and 8) fans will follow their favorite properties to new experiences. The document
Este documento presenta un modelo de evaluación de software educativo desarrollado por el Instituto Latinoamericano de la Comunicación Educativa (ILCE). El modelo propone una evaluación integral, continua y modular que cubra todas las etapas del proceso, desde el diseño hasta la aplicación del software. Se compone de cuatro módulos dirigidos a diseñadores, administradores, usuarios y evaluadores. El objetivo es apoyar a quienes participan en el diseño, evaluación, administración y uso de software educativo mediante criterios de evaluación en lugar de list
Key ecommerce trends and forecasts from now to 2020Salmon Limited
1) By 2020, online shopping is expected to dominate over in-store shopping, with stores primarily supporting online purchases. Black Friday sales surpassed $1 billion online for the first time in 2015.
2) There are two main types of online shoppers - those focused on convenience and transaction, exemplified by Amazon, and those seeking inspiration from engaging content across devices.
3) The rise of programmatic commerce and digital assistants means consumers will increasingly rely on automation and pre-configured preferences to make purchases, moving from demand creation to demand anticipation.
Lawrence Lerner is an experienced executive who specializes in uncovering opportunities to launch digital products and ignite growth within companies. He has helped grow revenues by over 25% annually for major companies in industries like consulting, retail, finance, and technology. As an interim executive and board director, Lawrence brings experience launching products and services that have impacted millions of customers. His expertise includes developing new business lines, ventures, and processes to transform companies.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
O documento discute a evolução e aplicações de sistemas cognitivos como o IBM Watson. Ele descreve como Watson está sendo usado em diversas indústrias e países para analisar grandes volumes de dados e fornecer insights. O documento também discute como o Watson está se tornando mais inteligente ao aprender com novas interações e dados.
Zhang et al ecn 2016 building an accessible weevil tissue collection for geno...taxonbytes
Poster describing the origin and function of the ASUHIC Weevil Tissue Collection (WTC), see tinyurl.com/weeviltissuecollection; presented at the 2016 Entomological Collections Network Meeting, September 23, 2016, Orlando, Florida. ECN website: http://ecnweb.org/
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Blockchains and analytics can both help address challenges in the healthcare industry. Blockchains can help provide secure and interoperable sharing of medical records between institutions to allow patients access to the best outcomes. Analytics using technologies like Watson can provide insights from medical data to help develop new treatments and technologies. By removing barriers with blockchains, analytics can further improve healthcare effectiveness and efficiency and empower consumers to be more accountable for their health with access to insights.
Provenance aims to bring transparency to product supply chains and life cycles by making use of the inherent auditability, immutability and security of the blockchain as a persistent broker for trusted information as material things exchange hands. Here we present our work at the London Bitcoin meetup.
My Cloud Hospitality - Hotel Property Management System Sangeet Seth
"MyCloud Hospitality Property Management Solution" PMS - Online hotel booking system, - Rooms availability & rates management, - Repeat guest profiles & history, - Contracts management, - Web bookings through your hotel’s web site, - Management of availability & rates at 3rd party sites - Reservations made directly at your hotel, - Front desk operations including guest accounting, - Housekeeping - Points-of-sale order taking & settlements, - Debtors accounting and - Management reporting and sales analysis www.mycloudhospitality.com
Preheating effects in Electron Beam Additive ManufacturingNinggang Shen
This document presents research on numerical thermal analysis of electron beam additive manufacturing with preheating effects. It includes background on the technology, objectives to study preheating processes and multi-layer scanning simulations, and outlines thermal modeling and finite element analysis methods. Simulation results show that preheating penetration is around 0.5mm, substrates thicker than 10mm critically affect results, and multi-layer scanning causes differences in melt pool geometry and temperature distributions compared to single scans.
Evolutionary psychology combines evolutionary biology and cognitive psychology to study the evolution of human psychology and behavior. The core tenets of evolutionary psychology are that 1) behavior is influenced by psychological mechanisms and their inputs, 2) these mechanisms evolved through natural and sexual selection, and 3) they function to solve adaptive problems faced by our ancestors. While genes influence traits, epigenetics shows that environmental factors can influence which genes are expressed.
UNDOCUMENTED Vyatta vRouter: Unbreakable VPN Tunneling (MEMO)
18 Mar, 2014
SAKURA Internet Research Center
Senior Researcher / Naoto MATSUMOTO
Japan Vyatta Users Meeting 2014 Spring on Tokyo.
PBR-LB - Direct Server Return Load Balancing using Policy Based Routing (MEMO)Naoto MATSUMOTO
PBR-LB - Direct Server Return Load Balancing using Policy Based Routing
(MEMO)
07 Feb, 2013
SAKURA Internet Research Center
Senior Researcher / Naoto MATSUMOTO
This presentation discusses coordination and defines it as the organization of different elements of a complex body or activity to enable effective work. Coordination is a managerial function that properly adjusts and interlinks different business activities. Some key features of coordination include that it is essential to management, requires deliberate effort, and facilitates cooperation between different parts. The importance of coordination is that it encourages team spirit, gives proper direction, facilitates motivation, helps achieve objectives, and improves organizational efficiency and goodwill. Methods of coordination include various administration tools, delegation, evaluation, policies and procedures. Elements of successful coordination are leadership commitment, agreed outcomes, appropriate governance frameworks, sufficient resources, and a culture that supports coordination.
Taking your Loyalty Program Online for Short & Long-term ROI and Complementin...SplashDot Inc
This document discusses how casinos can extend their loyalty programs online to keep customers engaged after they leave the casino and drive both short and long term return on investment. It recommends a three phase approach: 1) Establish an online rewards club, 2) Integrate more engaging games, 3) Launch online gaming. It provides an example of a successful online loyalty program that increased membership from 35,000 to over 270,000 and drove higher customer visits and spending. The document argues that well-designed online promotions can provide immense value by training customers and strengthening the offline-online relationship.
This document discusses lessons that digital media properties can learn from social gaming about monetizing their fanbases. It notes that while the digital entertainment market will reach $134 billion by 2014, existing revenue streams are struggling. It outlines 8 lessons: 1) social gaming economics can provide an accretive revenue stream; 2) properties don't need to create the next viral hit but can "gamify" existing content; 3) fan communities already display social gaming behaviors; 4) properties already have invested fans and super users; 5) they have high quality existing content; 6) they understand e-commerce principles; 7) fans respond strongly to virtual currencies; and 8) fans will follow their favorite properties to new experiences. The document
The document provides an overview of online social games, including:
- Three classes of social games: self-focused, community-focused, and reality-focused.
- An analysis of the gaming industry in subcontinents and a case study of the game "Zapak Tambola".
- Recommendations around game mechanics, platforms, and revenue generation for social games.
- Potential local partners for game development, including Bramerz, Mindstorm Studios, and TinTash.
The document discusses the concept of gamification. It defines gamification as incorporating game elements into non-gaming applications to improve engagement and user experience. The purpose of gamification is to motivate long-term user participation and loyalty through psychological techniques that appeal to human nature and make tasks more enjoyable. It can be used to align business and user goals in marketing, learning, health, work and other contexts. Game mechanics are effective motivational tools that tap into intrinsic desires for achievement and self-improvement.
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
The document summarizes highlights from the 2010 Game Developers Conference (GDC). The GDC is the largest annual gathering of the video game industry, with over 18,000 attendees in 2010. Key highlights included big announcements from game studios, the Independent Games Festival winner LIMBO, and valuable insights from lectures on emerging trends. These trends included the rise of social and mobile games for women, the importance of community features, and using game mechanics and rewards to create engaging long-term experiences. The document emphasizes that GDC provides invaluable opportunities for networking, learning, and identifying the latest developments in the game industry.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
Game time: Marketing opportunities in social gamingMoxie Insight
Social games provide new opportunities for marketing by engaging and retaining consumer attention. They can create viral marketing through social interactions. Some key differences from traditional marketing include the ability to better target individuals, engage consumers in "in between" moments of the day, and obtain more accurate metrics. Location-based gaming and augmented reality also open new possibilities for blending digital experiences with the physical world. Overall, social games allow marketers to become part of consumers' communities and daily lives in innovative ways.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
This document discusses gamification of social media. It notes that gamification, which uses game design techniques to engage audiences, is growing significantly. Examples are provided of how companies have successfully gamified social media to encourage peer support, advocacy, and increased sales. The key aspects that make gamification effective include building a vibrant community, implementing techniques like badges and leaderboards, and ensuring the gamification reaches different types of gamers and motivates positive behaviors.
This document provides information about the video game Minecraft for students studying media industries and audiences. It discusses Minecraft's commercial context, from independent development to acquisition by Microsoft. It outlines key points students should know about how Minecraft has changed media industries and encourages audience participation. The document also discusses Minecraft's target audience and how technology is used to distribute the game across multiple platforms. Overall, the document serves as a study guide for students examining Minecraft in the context of video game production, distribution, and consumption, as well as related topics like media regulation and convergence.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
This document summarizes key points from several presentations at the GDC 2016 conference on topics related to free-to-play game design and monetization. Some of the main ideas discussed include the importance of guild/clan systems for retention, targeting high spending "whales" and social influencers, addressing toxicity in game communities, and optimizing in-app purchases and rewards systems.
This document discusses how brands can use game mechanics, also known as gamification, to engage customers. It provides examples of how companies like Foursquare, Facebook, and Vail Resorts have successfully used points systems, leaderboards, badges and other game elements in their platforms and apps. The document advocates for the strategic use of gamification based on the O.P.E.N. model of being on-demand, personal, engaging, and networked. It provides tips for effective gamification, such as careful planning, targeting specific audiences, ensuring game mechanics fit the brand, and partnering with experts. Examples are given of how Cascadian Farms and HP have also leveraged gamification through virtual goods in Farm
Author: Brett Brewer, President Adknowledge
Growth of social applications
Market size of virtual currency
Monetization of social media
This talk was given at Adknowledge social media conference in Sydney
1. Gamification is the use of game mechanics and game design techniques in non-game contexts to engage users and solve problems. Simply making a branded game is not gamification.
2. Gamification basics include using points, levels, badges, leaderboards, and rewards to motivate users through fun, loyalty programs, and achieving status. It appeals to different player types like explorers, achievers, socializers, and killers.
3. Examples show gamification can increase engagement, trial usage, buy clicks, and revenue through integrating gameplay into the user experience on websites, apps, and social media to achieve business goals.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
LoyaltyGames 2014 - Finals Game Plan - Kirill KrayushkinLoyaltyGames
This Social Innovation Game Plan was produced by Kirill Krayushkin as part of the 4-hour World Vision Case Study completed by the 12 World Finalists of LoyaltyGames 2014, the Loyalty and Gamification World Championships (http://www.theloyaltygames.com). All rights reserved.
Blockchain represents a new era of generational wealth creation similar to the rise of the Internet. In 2018, over $3.9 billion was invested in blockchain by VCs. While 2018 saw major losses in cryptocurrency values, blockchain use cases solving real-world problems such as title transfers, micro-payments, and stakeholder coordination are here to stay. Enterprises are increasingly investing in blockchain solutions while investors are still investing in the technology and following the money.
Presentation to Legislative Committee on Economic Development & International...LERNER Consulting
A brief presentation and overview to the Washington State Legislative Committee on Economic Development & International Relation. Identity the low-hanging fruit for the state it lead in specific blockchain initiatives such as Supply Chain
Presented at the University of Washington CoMotion. Lawrence discusses the aspects of modern leadership for entrepreneurs and others. What the qualities and what should you consider as your leadership as the journey you take with others.
The document discusses emerging blockchain and insurance technologies. It outlines that blockchain adoption is growing, with over $2 billion in token sales and major cryptocurrency futures markets launching. Blockchains use distributed ledgers to securely record transactions or events verified by multiple independent parties. The document discusses how blockchains could be used in insurance for identity management, claims processing, fraud detection, and smart contracts. It outlines opportunities for blockchain in areas like onboarding, document sharing, and peer-to-peer insurance models. Barriers like regulatory issues and privacy are also discussed.
A blockchain is a publicly recorded ledger of chronological transactions that are mathematically verified by independent third parties. Blockchains have practical uses beyond Bitcoin, such as supply chain tracking, internet of things security, proxy voting, health records, identity management, title transfers, and coordination in capital markets. Blockchains provide greater value when they automate manual transactions between multiple third parties.
The every day question that comes to me. "Is this a hammer in search of a nail?" #Blockchain has evolved and is in use with real-world use cases.
Every week I speak to three to five assorted banks and enterprises about practical applications that I'm helping them implement. The separation from #bitcoin has allowed for growth and investment in this latest edge technology.
Change is more difficult in today's environment. Companies are under great levels of inspection and have diverse generations of Milennials, Gen X and Boomers. This overview takes business leaders through key points that must be addressed by all stakeholders and staff.
The document outlines the agenda for a full-day conference at the Multnomah Athletic Club covering various topics related to cyber security, privacy, social media, and environmental concerns for businesses in the Pacific Northwest. The agenda includes sessions on using big data analytics, board governance of cyber security and privacy issues, setting social media policies, and how environmental concerns in the region affect businesses. A keynote lunch address by the Dean of Engineering at Oregon State University will focus on earthquake preparedness and reducing economic losses from a major seismic event.
FrontFundr is looking to hire a Senior Full Stack .NET Developer for their Vancouver office. The ideal candidate will have 5-7 years of experience developing with .NET, ASP.NET MVC4, C#, SQL Server, MVC4, WebAPI, JavaScript, and Bootstrap. They are also looking for someone with strong data modeling, object-oriented design, database, and architecture skills. FrontFundr offers a flexible and supportive work environment for passionate and growth-oriented individuals.
Seattle Biz-Tech Summit 10-2015 CyberSecurity and the BoardLERNER Consulting
Today every company is an IT company. They have valuable data and technology assets regardless of the industry. Cyber attacks can come from all sectors. Boards and Executive teams are now being held accountable for preparation and action plans. Five steps for the Board
Alternative payment methods 03 2015 LERNER ConsultingLERNER Consulting
The document discusses frictionless payment transactions. It describes how payments have evolved from grain receipts and coins to modern methods like credit cards, prepaid cards, Apple Pay, and cryptocurrencies like Bitcoin. Bitcoin transactions are recorded on a public blockchain ledger and use cryptography techniques like hashing and proof-of-work mining to validate transactions without a central authority. Reducing friction in payments can benefit consumers through convenience and merchants through reduced costs and opportunities for loyalty programs.
Block Chain as a Platform February 2015 - LERNER ConsultingLERNER Consulting
Block chains are part of the underlying infrastructure for Bitcoins. They are the accounting portion of the bitcoin ecosystem. The art of the possible for block chains is to use them for a larger ledger systems.
Any digital centralized registry (e.g., health records) can be made a part of the block chain system. Much like public and private cloud infrastructure has arisen, block chain as a platform is an emerging opportunity for entrepreneurs and innovator.
Standardized template for creating a description of the work a consultancy has done for client work. Often consultants write the case study from their perspective ("Here's what I achieved"). This is meant to address what the client achieved through this effort.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
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Gamification 08 2011
1. Gamifica'on
and
Audience
Engagement
The
New
Normal
for
audience
par'cipa'on
August
2011
Ver.
1.0
LLBC,llc
http://www.RevolutionaryInnovator.com
excellence. perspective. innovation.
2. This
proposal
is
protected
under
the
copyright
laws
of
the
United
States
and
other
countries
as
an
unpublished
work.
This
proposal
contains
informa'on
that
is
proprietary
and
confiden'al
to
LLBC,llc,
which
shall
not
be
disclosed
outside
the
recipient’s
company
or
duplicated,
used
or
disclosed
in
whole
or
in
part
by
the
recipient
of
any
purpose
other
than
to
evaluate
this
proposal.
Any
other
use
or
disclosure
in
whole
or
in
part
of
this
informa'on
without
the
express
wriNen
permission
of
LLBC,llc
is
prohibited.
2011
LLBC,llc
(unpublished).
All
rights
reserved.
Privileged
and
Confiden'al
Informa'on
2
3. LLBC,llc
Got
Game?
Gamifica'on
is
the
use
of
game
techniques
to
encourage
audiences
to
adopt
behaviors,
generally,
for
consumer-‐oriented
products
or
services.
Audiences
are
becoming
more
broad
everyday,
the
sponsor
of
the
games
become
more
diverse.
Techniques
used
encourage
audiences
to
adopt
a
behavior
(keep
playing
to
achieve
some
goal,
try
to
have
“more”
than
other
compe'tors)
are
fun
oriented
and
usually
with
a
bit
of
compe''ve
edge.
Tradi'onal
examples
include
loyalty
programs
and
have
grown
to
include
the
use
of
mobile
devices
(e.g.,
“check
ins”
at
your
favorite
restaurant
to
become
the
highest
ranked
player)
and
reward
badges
(icons
associated
with
your
login)
for
accomplishments.
Consider
it
entertainment
with
a
business
goal.
The
entertainment
must
be
relevant
to
the
user
and
the
goal
very
clearly
defined
and
focused.
The
goal
should
be
mutually
beneficial
as
it
plays
on
the
psychological
need
to
engage
in
gaming.
Games
that
we
never
win/
achieve
something
are
no
fun
and
therefore
we
stop
playing.
Gamifica'on
can
be
applied
to
a
wide
variety
of
ac'vi'es
from
rewards
programs
to
diet/exercise
or
surveys
and
opinion
polls.
Retail
and
Consumer
products
benefit
from
gamifica'on
most
today
but
other
industry
can
benefit
as
well.
• It’s
not
about
making
games,
it’s
about
human
behavior
and
the
behavioral
factors
that
encourage
us
to
strive
for
a
goal
– You
can
compete
with
yourself
– You
can
compete
with
a
community
• It
is
about
the
game
mechanics
that
spur
and
mo'vate
human
(and
some
scien'st
will
tell
you,
all
mammals
love
to
play
games)
behavior
• Much
of
the
terminology
came
from
fantasy
role
playing
games
(RPGs)
that
became
popular
in
the
1980’s
• Those
games
have
since
evolved
from
board
games
to
single
player
video
games
to
online
to
games
sponsored
or
enabled
by
social
media
networks
• What’s
old
is
new
again,
this
is
latest
itera'on
of
loyalty
and
affinity
programs
– Frequent
Flier
Miles,
– Hotel
Loyalty,
– Retail
Reward,
– Cooking
contest
sponsored
by
Consumer
Product
Manufacturer,
– And
of
course
the
latest
trend
from
social
networks
such
as
Facebook,
Yelp,
Foursquare
Privileged
and
Confiden'al
Informa'on
3
4. LLBC,llc
Essen'als
of
the
Gamifica'on
Event
The
audience
and
the
sponsor
play
different
roles
in
the
gamifica'on
event.
The
sponsor
may
be
the
party
that
derives
direct
benefit
from
par'cipa'on.
Alterna'vely
the
sponsor
may
host
the
game
(e.g.,
Bazaar
Voice,
Facebook)
and
their
customer
reap
the
benefits
Your
gamifica'on
is
a
series
of
discrete
events.
Audience
par'cipate
and/or
“check
in”
at
'mes.
The
par'cipa'on
maybe
brief
(clicking
on
app
when
arriving
at
a
des'na'on)
or
lengthy
as
they
play
a
turn
based
game,
stay
at
a
hotel
or
take
trip.
In
the
following
pages
we’ll
explore
each
of
the
following
six
areas
briefly.
Audience
Game
Sponsor
1 Role
Player
Game
Master/Host
2 Reward
Point
Des'na'on
Journey
3 Mo'va'on
Fun/Reward/Sa'sfac'on
(of
a
need
or
want)
Market
Share,
Audience
Engagement
4 Commitment
Investment
of
'me
Investment
of
Resources
5 Social
Goal
Community
Community
6 Orienta'on
Goals
Tasks
Privileged
and
Confiden'al
Informa'on
4
5. LLBC,llc
Bartle’s
Four
Types
of
Game
Players
Before
we
can
understand
audiences,
we
want
to
set
some
context
and
give
some
names
to
the
archetypes
that
reside
within
each
type
of
audience.
In
1990
Richard
Bartle
wrote
a
paper
that
came
out
of
a
series
of
discussions
between
online
gamers.
The
paper
was
not
meant
to
be
scien'fic
but
did
create
some
commonly
accepted
archetypes
for
describing
gamers,
their
mo'va'ons
and
social
interac'ons
in
the
online
(gamified)
world.
We’ve
adopted
and
modified
his
defini'ons
a
bit
to
provide
a
common
frame
of
reference
and
terminology.
Future
versions
of
this
paper
will
have
new
archetypes.
Each
of
these
archetypes
are
found
in
a
gamified
environment.
Do
you
have
a
friend
on
Facebook
who
posts
ten
'mes
an
hour?
Ever
read
a
review
from
someone
who
has
been
to
every
restaurant
in
your
neighborhood
and
knows
the
owners
“personally?”
• There
are
four
basic
reasons
people
par'cipate
in
these
interac've
gamified
environments.
Based
on
our
experience
these
hold
true
in
the
modern
environment
though
there
are
no
absolutes.
The
reasons
people
par'cipate
are:
1. Achievement
within
the
game
context
–
What
benefit
does
your
audience
find
from
play?
2. Explora<on
of
the
game
–
What
can
they
discover
or
unlock?
Does
it
become
progressively
more
interes'ng/challenging
to
keep
them
coming
back?
3. Socializing
with
others
–
Are
there
social
rewards/recogni'on
and
the
ability
to
communicate
and
collaborate
with
others?
4. Imposi<on
upon
others
–
This
sounds
ominous
and
it
happens
in
the
real
world
and
ofen
uninten'onally.
One
person’s
helpful,
is
another’s
intrusion.
However
in
a
review
oriented
environment
(e.g.,
Yelp)
this
is
where
experts
or
people
who
feel
they
are
experts
impose
points
of
view
on
others.
Like
it
or
not,
this
is
part
of
human
behavior
so
we
want
you
to
be
prepared
for
it
Privileged
and
Confiden'al
Informa'on
5
6. LLBC,llc
Bartle’s
Four
Types
of
Game
Players
(con'nued)
The
four
archetypes
are:
1. Achievers
-‐
regard
badge/reward-‐gathering
and
rising
in
levels
as
their
main
goal,
and
all
is
ul'mately
subservient
to
this.
Explora'on
is
necessary
only
to
find
new
sources
praise
or
badges.
Socializing
is
a
relaxing
method
of
discovering
what
other
players
know
about
the
business
of
accumula'ng
of
more
accolades.
They
are
genuinely
interested
in
what
others
have
to
say
but
it’s
a
means
to
an
end.
“Killing”
is
only
necessary
to
when
having
the
most
check-‐ins
gives
you
status
above
others
2. Explorers
-‐
delight
in
having
the
game
expose
its
internal
machina'ons
to
them.
They
try
progressively
esoteric
ac'ons
in
wild,
out-‐of-‐the-‐way
places,
looking
for
interes'ng
features
(i.e.
bugs)
and
figuring
out
how
things
work.
Scoring
points
may
be
necessary
to
enter
some
next
phase
of
explora'on,
but
it's
tedious,
and
anyone
can
do
it.
They
tend
to
try
every
feature
at
least
once
but
there
may
not
be
a
lot
of
depth.
“Killing”
other
gamers
is
quick
but
they
are
not
looking
to
burn
any
bridges
on
the
social
aspects.
Socializing
can
be
informa've
as
a
source
of
new
ideas
to
try
out,
but
most
of
what
people
say
is
something
they’ve
tried.
They
will
gravitate
to
more
experienced
explorers.
These
archetypes
are
your
best
beta-‐testers
and
will
be
more
forgiving
of
bugs
or
issues
they
discover
in
your
product
or
service
3. Killers
–
get
their
kicks
from
imposing
themselves
on
others.
This
may
be
"nice",
i.e..
busybody
do-‐gooding,
but
few
people
prac'ce
such
an
approach
because
the
rewards
(a
warm,
cozy
inner
glow,
apparently)
aren't
very
substan'al.
Much
more
commonly,
audience
members
may
“aNack”
others
for
the
personal
gra'fica'on
of
demonstra'ng
some
type
of
game
superiority.
The
more
massive
the
distress
caused,
the
greater
the
killer's
joy
at
having
caused
it.
Normal
points-‐scoring
is
usually
required
so
as
to
become
powerful
enough
to
begin
causing
havoc
in
earnest,
and
explora'on
of
a
kind
is
necessary
to
discover
new
and
ingenious
ways
to
”kill”
or
be
the
known
expert
to
other
people.
Even
socializing
is
some'mes
worthwhile
beyond
taun'ng
a
recent
vic'm,
for
example
in
finding
out
someone's
playing
habits,
or
discussing
tac'cs
with
fellow
killers.
They're
all
just
means
to
an
end,
though;
only
in
the
knowledge
that
a
real
person,
somewhere,
is
very
upset
by
what
you've
just
done,
yet
can
themselves
do
nothing
about
it,
is
there
any
true
adrenalin-‐shoo'ng,
juicy
fun.
4. Socializers
-‐
are
interested
in
people,
and
what
they
have
to
say.
The
game
is
merely
a
backdrop,
a
common
ground
where
things
happen
to
players.
Inter-‐audience
rela'onships
are
important:
empathizing
with
people,
sympathizing,
joking,
entertaining,
listening;
even
merely
observing
people
play
can
be
rewarding
-‐
seeing
them
grow
as
individuals,
maturing
over
'me.
Some
explora'on
may
be
necessary
so
as
to
understand
what
everyone
else
is
talking
about,
and
points-‐scoring
could
be
required
to
gain
access
to
neat
communica've
spells
available
only
to
higher
levels
(as
well
as
to
obtain
a
certain
status
in
the
community).
“Killing”
(wri'ng
some
scathing
retort)
is
only
perpetrated
upon
someone
who
has
caused
intolerable
pain
to
a
dear
friend.
The
only
ul'mately
fulfilling
thing
is
not
how
to
rise
levels
or
kill
hapless
drips;
it's
gepng
to
know
people,
to
understand
them,
and
to
form
beau'ful,
las'ng
rela'onships.
Privileged
and
Confiden'al
Informa'on
6
7. LLBC,llc
1.
Role
-‐
Audiences
and
Sponsors
Choosing
your
sponsor
is
easy.
It’s
you
and
you’ve
decided
to
engage
with
an
audience
for
some
value
added
purpose.
We
won’t
explore
the
value
proposi'on
here.
You
may
choose
a
third
party
to
host
your
gamifica'on
event.
They
act
as
a
proxy
for
your
needs
and
wants.
Audiences
are
more
complex.
There
is
a
broad
category
that
are
oYen
called
personas
which
represent
market
segments
you
are
trying
to
aZract
or
appeal
to.
Development
of
personas
is
a
topic
for
another
presenta'on.
We’ll
discuss
it
a
high
level
here.
Development
of
your
community
must
be
tailored
to
your
audience.
Each
persona
represents
a
group
of
like-‐minded
individuals
that
come
to
your
community
for
shared
goals
or
interests.
Your
ac'vi'es
and
rewards
must
appeal
to
them.
As
you
develop
the
audience
a
picture
helps
to
ground
you
as
you
think
about
them.
Your
events
and
rewards
must
match
their
social
style
and
par'cular
mo'va'ons.
Some
you
may
actually
wish
to
discourage
while
others,
such
as
Explorers
you
may
wish
to
emphasize.
Emphasize
the
explorers
when
you
want
to
expand
the
boundaries
of
your
product
or
service.
Within
each
group
are
the
arch-‐types
we
previously
discussed.
The
following
example
gives
you
an
idea
of
the
types
of
behaviors
each
will
exhibit.
How
will
you
mo'vate
each?
Each
of
these
archetypes
are
found
in
a
gamified
environment.
Do
you
have
a
friend
on
Facebook
who
posts
ten
'mes
an
hour?
Ever
read
a
review
from
someone
who
has
been
to
every
restaurant
in
your
neighborhood
and
knows
the
owners
“personally?”
Foodie
Networker
Achiever
Well
wriNen
reviews
of
high
Lots
of
connec'ons
and
well
wriNen
recommenda'ons.
Would
end
food
items.
They
love
love
the
term
“Professional
Networker”
flaNery
Art
Lover
Explorer
Reviews
of
“off
the
beaten”
Every
feature
of
the
system
will
be
exercised
to
a
moderate
or
path
restaurants
high
degree,
once
and
perhaps
a
few
many
'mes.
You’re
best
Foodie
beta
testers.
Would
be
offended
by
“Professional
Networker”
Killer
What’s
bad
(and
good)
about
A
lot
of
high
profile
connec'ons
but
likely
held
private.
the
owners
of
a
gourmet
shop
However
once
you’re
in
their
network,
you’re
in
for
life.
Scoffs
or
restaurant
at
“Professional
Networkers”
Dad Video Game
Socializers
Favorite
food
for
par'es
or
Poten'ally
thousands
of
connec'ons
and
have
the
badges
to
best
places
to
hang
out
with
prove
it.
Would
look
at
the
term
“Professional
Networker”
as
Addict
interes'ng
cuisine.
The
local
too
formal
but
would
accept
it
fondue
place
Privileged
and
Confiden'al
Informa'on
7
8. LLBC,llc
2.
Reward
Point
-‐
A
Journey
leads
to
a
Des'na'on
Audiences
“arrive”
at
your
gamifica'on
event
because
of
a
number
of
factors.
Your
ability
to
“market”,
buzz
factor
(the
latest
hot
social
network),
peer
group
and
of
course
interest
in
the
topic.
Don’t
rely
on
audiences
“stumbling
upon”
your
site
or
event.
Marke'ng
must
be
“in
context”
(adver'sing
frequent
flier
miles
on
a
flight)
and
have
the
“minimum
barrier
to
entry.”
The
MBE
depends
on
the
level
of
exclusively
you
need
for
your
business.
An
event
designed
to
aZract
fisherman
to
a
boa'ng
magazine
should
be
a
few
lines
of
informa'on.
An
event
designed
to
aZract
extreme
athletes
to
remote
loca'ons
may
require
valida'on
of
previously
completed
athle'c
events
For
your
audience,
it’s
the
reward
they
receive
at
the
des'na'on.
Des'na'ons
can
be
stops
along
the
way
(think
'ers
of
membership
or
elite
status)
and
the
journey
should
never
end.
For
you
it’s
the
journey.
Audiences
may
contribute
to
your
cause
or
consume
your
product.
The
journey
itself
must
have
challenges
to
con'nue
to
engage
and
delight
your
audience
• Start
with
the
on-‐boarding
experience
– In
any
type
of
customer
service,
the
first
ten
minutes
and
last
ten
are
what
audiences
remember
best.
Make
it
simple
with
a
minimum
barrier
to
entry.
That
is,
something
that
is
easy
for
the
audience
or
player
to
do
in
the
context
of
their
need.
The
more
experienced
your
audience
is,
the
more
exclusivity
they
will
need
to
make/keep
them
interested
• Challenge
each
of
the
four
archetypes,
iden'fy
what
is
going
to
appeal
to
them
during
the
journey
and
how
will
you
reward
them
once
they
get
where
you
want
them
to
go
• Once
they
have
made
it
to
a
Point
of
Arrival,
make
it
important
and
make
it
personal
• For
the
sponsor
it’s
incremental
value
that
the
audience
provides
by
par'cipa'on
or
ac'ons
Privileged
and
Confiden'al
Informa'on
8
9. LLBC,llc
3.
Mo'va'on
-‐
Movement
It’s
been
speculated
that
earliest
known
board
games
came
from
the
Mancala
family
of
“Count
and
Capture”
games.
Mancala
type
boards
have
been
iden'fied
in
ancient
tombs.
The
word
Mancala
is
thought
to
come
from
Arabic
“naqala”
meaning
to
to
move
or
transfer.
Gamifica'on
is
about
moving
or
mo'va'ng
your
audience.
• The
theories
behind
gamifica'on
come
from
Behavioral
Sciences
• Mo'va'ons
and
aNrac'ons
of
a
cause,
your
cause,
be
they
– Restaurant
reviews
– Managed
outcomes
used
by
Healthcare
professional
to
encourage
pa'ent
behaviors
Modern
Mancala
Type
Board
– Poli'cal
agendas
– Consumer
products
or
services
– Hotel
programs
are
all
supported
by
the
process
First
– It’s
a
call
to
ac'on,
but
those
ac'ons
must
be
acceptable
to
your
audience
before
to
decide
to
engage
Visit!
• Audiences
want
to
belong
to
communi'es
of
like
minded
individuals.
You
must
create
the
100
community
and
develop
relevance
to
your
audience
Reviews!
• It’s
the
journey
as
well
as
the
des'na'on.
Mo'va'ng
your
audience
by
archetype
is
key
to
their
social
experience.
Why
are
they
here?
Have
you
tailored
the
game
to
their
level
of
experience?
• Mo'va'ons
vary
based
in
age,
interests
and
context
(what
you
do
for
fun
vs.
what
you
do
for
work).
They
are
powerful,
it
can
spur
large
groups
to
ac'on
• Nearly
any
set
of
ac'vi'es
can
be
gamified
and
in
any
industry
• Rewards
range
from
badges
to
elite
status
and
exclusive
entry
(virtual
or
real)
to
rooms
or
clubs
Top Dog!
• The
key
is
mo'va'on
in
context
of
the
gamified
event
Privileged
and
Confiden'al
Informa'on
9
10. LLBC,llc
4.
Commitment
–
Time
and
Resources
• Audiences
are
very
smart
and
increasingly
savvy.
There
is
now
a
whole
genera'on
of
consumers
(business
and
individual)
growing
up
with
social
networks.
They
know
the
price
of
their
'me
and
commitment
to
your
event
• The
judgment
is
qualita've
but
audiences
are
looking
for
what
they
consider
to
be
“fair
trade”
• A
sponsor’s
commitment
is
to
building
against
the
four
mo'va'on
– Achievement
–
What
and
where
are
the
rewards?
Are
they
visible
in
a
meaningful
and
relevant
way?
– Explora'on
–
Can
the
audience
find
meaningful
and
relevant
items
of
value?
Is
there
exclusivity
for
experienced
members?
– Socializa'on
–
Can
users
find
friends/peers
quickly?
Can
they
import
them
easily
from
social
networks
or
their
personal
contacts?
– Imposi'on
–
The
two
edged
sword.
Your
gamified
system
must
be
balanced
to
allow
for
players
to
achieve
but
also
to
prevent
the
system
from
being
taken
advantage
of.
Make
the
rules
clear
and
transparent
Privileged
and
Confiden'al
Informa'on
10
11. LLBC,llc
5.
Social
Goals
–
Communi'es
of
Interest
Audiences
are
made
up
of
individuals
but
sharing
is
in
our
nature
• Commitment
to
a
community
from
both
the
audience
and
sponsor
are
generally
the
same.
Mo'va'on
may
differ
but
for
the
commitments
made
by
each
run
deep
and
have
an
emo'onal
engagement
• Community
development
should
be
done
with
a
good
amount
of
research
and
forethought.
Understanding
of
your
audience
and
the
community
will
make
or
break
adop'on
very
quickly
– Have
“experts”
on
hand
or
interview
them
– Understand
the
context
of
current
trends
and
interests
– Know
what’s
important
now
and
be
ready
to
provide
a
way
for
that
to
“bubble
up”
– Develop
depth
into
your
experience.
You
cannot
fool
your
audiences
with
superficial
knowledge
Privileged
and
Confiden'al
Informa'on
11
12. LLBC,llc
6.
Task
vs.
Goal
Orienta'on
• Goals
must
be
relevant
to
the
community
• Tasks
must
be
realis'c
and
achievable
yet
provide
value
to
the
Sponsor
– It
goes
without
saying
the
reward
for
the
task
must
be
propor'onate
but
the
audience
doesn’t
like
to
feel
as
if
it
is
being
taken
advantage
of
• Create
the
tasks
to
build
on
one
another.
Progressive
levels
of
difficulty
are
fine
as
long
as
there
is
transparency
• Your
audience
is
concern
about
the
goal
so
you
need
to
make
the
tasks
as
simple
and
engaging
as
possible
– When
wri'ng
up
text,
does
the
browser
lend
itself
to
simple,
yet
complete
edi'ng?
– Do
the
puzzles
or
ac'vi'es
depend
or
something
that
the
user
does
not
readily
or
easily
have
at
hand?
– Are
the
number
of
tasks
propor'onate
to
the
goal?
– Are
you
ac'vely
engaged?
Audiences
love
to
par'cipate
with
their
favorite
stars
or
events
• Consider
the
“Wave”
at
spor'ng
events
• TwiNer
feeds
that
run
across
live
broadcasts
• Special
“appearances”
by
celebri'es
or
sponsors
• Consider
running
surveys
and
live
feedback
sessions.
Your
audience
wants
to
talk
to
you,
they
will
be
disappointed
if
you
don’t
engage
but
it
must
be
tasteful
Privileged
and
Confiden'al
Informa'on
12
13. LLBC,llc
Some
further
thoughts
• Goals
and
rewards
lead
the
way
• The
game
that
never
ends
–
Make
• Master
this,
master
that
• Be
King
of
the
mountain
–
Who
has
the
most
of
“…?”
Friendly
compe''ons
– Who
will
take
you
down?
• Create
Emo'onal
ANachment
and
value
to
your
game
• The
Social
Network
–
What’s
social
and
special
about
yours?
• Encourage
“test
players”
Privileged
and
Confiden'al
Informa'on
13
14. LLBC,llc
Some
Star'ng
Points
• What’s
your
goal
and
why
is
that
compelling
to
the
communi'es
you
are
trying
to
involve
– Don’t
be
afraid
to
have
more
than
one
(or
many!)
communi'es
• Defining
Communi'es,
audiences
and
par'cipa'on
goals
• Audience
delight
• Make
the
discovery
process
engaging
• Don’t
over
complicate
it.
One
goal
per
challenge
• Making
those
unseen
connec'ons
clear
• What’s
your
goal?
• Challenges
must
keep
changing
You met 50
• Reward
people
for
being
social
new people!
Privileged
and
Confiden'al
Informa'on
14
16. Thank
you
for
taking
the
'me
to
read
our
materials.
There
is
much
more
material
than
could
be
covered
in
this
presenta'on.
We
hope
it’s
been
able
to
expand
your
perspec've.
We
look
forward
to
con'nuing
the
conversa'on
Lawrence
I
Lerner
President
LLBC,llc
lawrence@Revolu'onaryInnovator.com
Direct:
+1.630.248.0663
HNp://www.Revolu'onaryInnovator.com/Consul'ng