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.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
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
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 :)
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
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
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 is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
Gamification in education implies gamifying or incorporation of gaming elements in educational environment. Gaming is a mean of entertainment and amusement which when applied as a teaching aid in otherwise mundane subjects can prove fruitful.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
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.
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
Gamification in education implies gamifying or incorporation of gaming elements in educational environment. Gaming is a mean of entertainment and amusement which when applied as a teaching aid in otherwise mundane subjects can prove fruitful.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
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.
Anders Lang Head Of Marketing Gucci The Modern GamificationCIO Edge
Nordics Digital Enterprise Festival Copenhagen 7th February 2019
Go to www.digitalenterprisefest.com/nordics to grab 241 tickets for our Stockholm event!
Anders Holmberg Lange gets to tell Gucci’s story across all touchpoints from SoMe to Retail, E-Commerce, Influencer to Models. The way he tells Gucci’s story is through Gamification, a reward system where the consumer earns something. Higher engagement gives higher rewards. Anders will talk in more depth about how he’s integrated Gamification into Gucci’s flagship stores and the key components, pit falls, roadmaps, as well as how to build a social reward systems and the social vs benefits.
– Social vs benefits
– Build a social reward system
– Key components
– Fall pits
– Roadmap
The term "gamification" was coined in 2002 by Nick Pelling, a British-born computer programmer and inventor. As defined by Gartner “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” The target audience may be customers, employees or the general public, but first and foremost, they are people with needs and desires who will respond to stimuli.
This whitepaper highlights the application of gamification in various organizational areas.
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/
Part of the Challenge Series. Please contact Pomegranate Group if would like to know more about how gamification works, and to discuss what gamification could do for your business: 020 7336 7322 or http://www.pomegranate.co.uk/contact_us
Gamification for Growth Hackers -theflyyFlyyx Tech
You have to ask some of these important questions before you start implementing gamification in your product —
Why is a user doing a particular action in the product?
Why do users return to use your product?
What do they care about?
Digging into intrinsic motivation will help in designing compelling experiences and avoid some common pitfalls of gamification.
You have to connect Points, Badges, Levels, Leaderboards, and other reputation/reward systems that you decide with the intrinsic motivation of your user.
Keep these learnings in mind and you will be able to create a powerful gamification system for your product.
Why is Gamification Social Responsibility so important? What are its main characteristics? How to achieve a short- and long-term results on the users but also their surroundings? We share our know-how gathered during creating various gamification projects.
Learn more about our solutions: www.sointeractive.pl/en/
Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data
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
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.
How to care ? (Medlove - Berlin, November 23, 2012)Sylvain Cottong
People-centered innovation methods and strategies are entering every area of orgnaizational design these days. In healthcare, practices like service design & user experience design can help to improve the experience & the efficiency in a traditionnaly highly regulated environment that almost enterely relied on inside-out thinking and governance until recently. Paradoxcially enough, healthcare is an area of practice where the 'human' is central to everything.
We will show how these practices can help to improve healthcare and propose a topology of areas where UX & SD methods can be used, illustrated by some examples.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
2. Games
ü In
their
seminal
work,
“Rules
of
Play”,
Eric
Zimmerman
and
Ka'e
Salen
define
games
as
a
“system
in
which
players
engage
in
an
ar9ficial
conflict,
defined
by
rules,
that
results
in
a
quan9fiable
outcome.”
ü Games
can
get
people
to
take
ac9ons
against
their
self-‐
interest,
in
a
predictable
way,
without
using
force.
ü Games
expose
complex,
learnable
systems
around
a
set
of
symbols
that
users
can
engage
with
to
achieve
personal
mastery
–
and
thus
accomplish
something
aspira'onal.
3. What
is
gamifica'on
?
Gamifica'on
is
the
process
of
incorpora9ng
game
play
elements
into
non-‐gaming
applica9ons
such
as
products,
services,
websites,
soWware,
processes,
marke'ng
&
communi'es
in
order
to
drive
par'cipa'on,
engagement
&
loyalty.
Gamifica'on’s
main
purpose
is
to
help
people
to
get
from
point
A
to
B
in
their
lives:
whether
it
be
for
personal
growth,
societal
improvement
or
marke'ng
engagement.
4. What
is
gamifica'on
?
Gamifica'on
is
all
about
engagement
and
improving
user
experience
with
a
product
or
service.
Even
banal
everyday
ac'vi'es
which
can
be
low
on
engagement
and
experience
such
as
going
to
school,
exercising,
taking
your
medicine
and
doing
housework
has
recently
been
gamified.
Gamifica'on
tricks
people
into
believing
that
there’s
a
simple
way
to
imbue
their
thing
...
With
the
psychological,
emo'onal
and
social
power
of
a
great
game.
14. If
Google
employees
spend
less
then
their
allocated
amount
of
money
for
a
business
trip
• they
can
keep
it
for
future
trips
where
they
can
upgrade
their
trip
plan
• they
can
donate
for
charity
• or
they
can
cash
out
part
of
it
Effects:
1) aligns
employees
with
the
companies
travel
policy
2) employees
start
to
talk
about
travel
expenses
and
manage
them
3) controlling
travel
expenses
is
turned
into
an
opportunity
to
demonstrate
personal
mastery
(which
is
a
core
characteris'c
of
gamifica'on)
Corporate:
Google
travel
expense
management
36. The
purpose
of
gamifica'on
ü Mo9va9on
&
long
term
user
engagement
and
loyalty
ü Making
things
more
pleasurable
in
an
interac'on,
process
&
informa'on
overloaded
world
(gain
users
a0en'on)
ü Creates
a
brand
connec9on
with
users/customers
in
a
meaningful
and
interes9ng
way
and
aligns
business
objec9ves
with
user’s
mo9va9ons
ü Can
be
used
in
different
roles
&
scenarios:
Customer,
pa'ent,
user,
student,
employee,
personal
mo'va'on
&
engagement
ü Builds
complex
systems
for
mo9va9on
that
meet
people’s
intrinsic
desire
but
also
make
them
feel
that
they
are
accomplishing
something
aspira9onal
and
make
them
move
forward
in
their
life
37. The
purpose
of
gamifica'on
ü Gamifica'on
is
also
an
interes9ng
way
of
looking
at
all
kinds
of
systems
design:
what
are
the
mo'va'ons
of
our
ac'ons?
what
drives
a
community
to
act
or
users
to
act
?
ü Taps
into
the
millennium
genera9on
and
people’s
intrinsic
desire
for
mo9va9on
ü Empirical
data
shows
that
games
are
superior
at
mo9va9onal
techniques
(if
game
mechanics
are
used
in
a
smart
and
effec've
way).
38. The
purpose
of
gamifica'on
ü Companies
that
are
experimental
and
smart
use
gamifica9on
for
posi9ve
change
and
influence
in
employee
&
customer
communi9es
ü Game
mechanics
are
going
to
replace
more
tradi9onal
systems
of
user
mo9va9ons
ü Gamifica'on
makes
feedback
loops
9ghter
and
9ghter
and
liHle
bit
more
decentralized
39. Playfullness
Being
playful
is
in
human
nature.
Playing
makes
us
feel
good
and
is
deeply
social.
40. Psychology
of
gamers
archetypes
Research
of
Richard
Bartle
True
for
people
in
almost
every
context,
be
it
ac'ng
as
a
players
in
a
game
or
as
employees
in
a
company
41. Achievers
want
to
be
successful;
not
everybody
is
an
achiever:
about
10-‐15
%
of
a
companies’
collaborators
are
achievers
42. Explorers
discover
new
things
and
bring
them
back
to
the
community,
i.e.
finding
new
deal
&
opportuni'es
43. Socializers
interact
with
games
and
complicated
systems
principally
in
an
effort
to
create
connec'ons
to
others,
i.e.
customer
support
&
business
development
44. Killers
people
who
are
like
achievers
except
that
they
play
a
win-‐loose
game:
they
not
only
want
to
win
for
themselves
but
also
want
to
beat
others
in
the
game
45. Killers
people
who
are
like
achievers
except
that
they
play
a
win-‐loose
game:
they
not
only
want
to
win
for
themselves
but
also
want
to
beat
others
in
the
game
46. Psychology
of
gamers
archtypes
ü Successful
gamifica9on
requires
to
understand
the
mo9va9ons
of
these
types
of
players
in
every
context
to
design
around
them
ü The
be0er
you
get
hold
of
these
mo'va'ons
and
design
around
them,
the
be0er
the
outcome
will
be
47. Mo'va'onal
design
“Mo'va'onal
design
refers
to
the
process
of
arranging
resources
and
procedures
to
bring
about
changes
in
mo9va9on.
Mo'va'onal
design
can
be
applied
to
improving
students’
mo'va'on
to
learn,
employees’
mo'va'on
to
work,
the
development
of
specific
mo'va'onal
characteris'cs
in
individuals,
and
to
improving
peoples’
skills
in
self-‐
mo'va'on.”
h0p://www.arcsmodel.com/pdf/Mo'va'onal%20Design%20Rev%20060620.pdf“
48. Related
topics
Behaviour
design:
Crea'ng
systems
to
change
human
behavior
Pervasive
technology:
Methods
for
crea9ng
habits,
showing
what
causes
behavior,
automa'ng
behavior
change,
persuading
people
via
mobile
phones
(mobile
persuasion).
h0p://www.bjfogg.com/
49.
50. My
preliminary
conclusions
ü There
is
good
and
bad
gamifica9on.
There
are
also
ethical
ques'ons
to
that
(“dark
pa0erns”).
ü The
op9mal
depth
and
shape
of
gamifica9on
as
a
mo'va'on
and
business
goal
driver
depends
on
each
project’s
specific
anatomy
ü Gamifica'on
will
probably
rapidly
enter
every
aspect
of
our
lives
and
various
interac'ons
ü Gamifica'on
can’t
be
added
on
top
of
an
exis'ng
applica'on:
Gamified
solu'ons
have
to
be
designed
from
the
ground
around
game
mechanics
51. Thank
you
!
@sly
sylvainco0ong.com
sylco0ong@gmail.com