This document discusses gamification and game design. It notes that gamification is being applied in many fields like education, fitness, and human resources. However, some critics argue that gamification is just a marketing tactic to exploit games for business purposes. The document also discusses how game design can be a way of thinking that encourages collaboration and positive emotions. It suggests game design could be used to create engaging knowledge media by activating emotions, immersing users, and allowing collaboration.
Dan Donahoo: Future Tools For Future Games: Digital Play Beyond Screens
http://youtu.be/curBWbG-dkM
This presentation explores how the emergence of the internet of things allows us to design and create digital games that turn our schools, our cities and physical spaces into digital play environment. Daniel does this through demonstrating different ways digital tools have been used to create serious transmedia, educational and community building games and play spaces.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Playing can also be very good of your brain and give you useful skills. In this lecture we explore some of the elements of gamification and why you should don´t worry about playing computer games.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
In this lecture I will show that playing video games is not only for fun, but it is very good for you. People that play video games are just smarter!
At this event, we will explore game mechanics and how they can be used to improve digital products, going beyond pure entertainment, to solve real world problems. This new trend is gaining in popularity and brands are reworking their digital resources. Solutions have appeared in a rich assortment of industries, including health, education, finance. Game mechanics can be used to facilitate communication, leverage common interests, create change, and locate missing persons. Some refer to this trend as serious games. Bottom-line: the use of game mechanics allow companies to solve problems, forge a stronger connection with their customers, and create a better user experience.
Dan Donahoo: Future Tools For Future Games: Digital Play Beyond Screens
http://youtu.be/curBWbG-dkM
This presentation explores how the emergence of the internet of things allows us to design and create digital games that turn our schools, our cities and physical spaces into digital play environment. Daniel does this through demonstrating different ways digital tools have been used to create serious transmedia, educational and community building games and play spaces.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Playing can also be very good of your brain and give you useful skills. In this lecture we explore some of the elements of gamification and why you should don´t worry about playing computer games.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
In this lecture I will show that playing video games is not only for fun, but it is very good for you. People that play video games are just smarter!
At this event, we will explore game mechanics and how they can be used to improve digital products, going beyond pure entertainment, to solve real world problems. This new trend is gaining in popularity and brands are reworking their digital resources. Solutions have appeared in a rich assortment of industries, including health, education, finance. Game mechanics can be used to facilitate communication, leverage common interests, create change, and locate missing persons. Some refer to this trend as serious games. Bottom-line: the use of game mechanics allow companies to solve problems, forge a stronger connection with their customers, and create a better user experience.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Between 2006 and 2008 I was Domain Manager for Domain Play at the Technical University in Eindhoven. This domain, one of the four domains in the Bachelor's phase (health, home, work and play), used to be called Domain Entertainment. I set up a new programme and, together with the team of lecturer-coaches, I developed a series of new projects, workshops and lectures. The faculty board allowed me to rename the Domain and redefine the thematical point of departure. This lecture was one of three presentations meant to elucidate my ideas and curricular strategy. This lecture was the first of a series of four, given in September 2006.
What do you want your users to do? Great design means getting people to do what you want when they use your app. To accomplish this, the app must be useful, usable and DESIRABLE. This session will focus on how to use emotional design to engage, delight and ultimately drive users to reach the product’s objective.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
In this lecture we explore some of the elements of gamification. We will also look at casual games and multiplayer games, player types and player emotions.
Gamification - how to become real life heroesPitechConcept
In a world where real problems are solved through means of collaboration, digital intelligence and technology are the key. Let's discover how to become real life heroes through Gamification!
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Between 2006 and 2008 I was Domain Manager for Domain Play at the Technical University in Eindhoven. This domain, one of the four domains in the Bachelor's phase (health, home, work and play), used to be called Domain Entertainment. I set up a new programme and, together with the team of lecturer-coaches, I developed a series of new projects, workshops and lectures. The faculty board allowed me to rename the Domain and redefine the thematical point of departure. This lecture was one of three presentations meant to elucidate my ideas and curricular strategy. This lecture was the first of a series of four, given in September 2006.
What do you want your users to do? Great design means getting people to do what you want when they use your app. To accomplish this, the app must be useful, usable and DESIRABLE. This session will focus on how to use emotional design to engage, delight and ultimately drive users to reach the product’s objective.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
In this lecture we explore some of the elements of gamification. We will also look at casual games and multiplayer games, player types and player emotions.
Gamification - how to become real life heroesPitechConcept
In a world where real problems are solved through means of collaboration, digital intelligence and technology are the key. Let's discover how to become real life heroes through Gamification!
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Since 2010, the word ‘Gamification’ has been making the rounds and is still one of the most misunderstood business terms. When the term ‘Gamification’ is brought up, most people think of it as some sort of a 'Game' with a beautiful UI, Levels, Mission and Multi Player system. Gamification is not a ‘Game Game’ but a more meaningful and powerful concept. Gamification is the use of Gaming Dynamics...more
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.
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
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
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Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
Introductory presentation by Kevin Werbach at the "Gamification: Practical Advice from Game Developers" event at the Wharton School in Philadelphia, October 3, 2011.
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
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Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
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Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
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• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
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Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
1. GAME DESIGN & GAMIFICATION
A LOOK AT THE INTERSECTION OF
DESIGN & PLAY
2. GAMIFICATION: NEW
WORD, OLD CONCEPT
Gamification is now being applied to many aspects of business
and social life, including:
• Education (Quest to Learn
school, NYC)
• Fitness/ healthy living (Nike+,
Jawbone’s UP)
• Human resources (Work.com)
• Digital indexing (National
Library of Finland’s Digitalkoot)
Screen cap from Work.com
3. MARKETING, SCHMARKETING
“…gamification is marketing bullshit, invented by consultants as a means
to capture the wild, coveted beast that is videogames and to domesticate
it for use in the grey, hopeless wasteland of big business, where bullshit
already reigns anyway.” – Ian Bogost, “Gamification is Bullshit,” Ian Bogost - videogame
theory, criticism, design (August 8, 2011)
Gamification = Explotationware?
“Exploitationware captures gamifiers' real intentions: a grifter's
game, pursued to capitalize on a cultural moment, through
services about which they have questionable expertise, to bring
about results meant to last only long enough to pad their bank
accounts before the next bullshit trend comes along.” (Ian
Bogost, 2011)
4. REALITY IS BROKEN
“Game design isn’t just a technological craft.
It’s a twenty-first-century way of thinking and
leading. And game playing isn’t just a
pastime. It’s a twenty-first-century way of
working together to accomplish real change.”
– Jane McGonigal, Reality is Broken: Why Games Make
Us Better and how they can Change the World, (New York, Penguin
Press, 2011)
• Games produce fiero, a deep
emotional rush, and flow, focused,
enjoyable concentration*
• Gaming for good: examples include
Folding@home, which uses spare PS3
computing power to fold proteins
(which helps cancer research)*
* (McGonigal, 2011)
5. SO, WHY GAME DESIGN?
Imagine designing knowledge media that:
• “Activated extreme positive emotions*” (gameplay is the
emotional opposite of depression)
• “Immersed users on an epic scale*”
• Allowed users to collaborate and engage with each other, and
create something new (and possible wonderful) * (McGonigal, 2011)
What is than opinion of gamification and look design?
“Rather your trying to make applications game
Is it just a marketing gimmick, or do you thinkneed to
superficially like entertainment or games, we there is
real potential for improving designs?
think more deeply and less literally about the underlying
characteristics of play that make it enticing.” - David
Can you think ofEnticing Design in Usability,” Interactions 19.4 (2012)
Siegel, “The Role of instances in your life that incorporate
gamification or game design?
Editor's Notes
This is a quick look at a topic that just keeps getting bigger. The graph here – and apologies that the numbers are so small – is a screen cap from Google Trends. It represents the web search interest (world-wide) in the word “gamification” from 2004 until now. As you can see, gamification entered the popular lexicon in mid-2010, and has since taken off. At this point, you might be wondering what exactly I’m talking about when I say gamification? According to Gabe Zichermann, a self-styled “gamification thought-leader,” “gamification is the process of using game thinking and dynamics to engage audiences and solve problems.” I first heard about gamification when Zichermann spoke at mesh, a tech conference in Toronto, back in 2010. He had some really interesting things to say about incorporating games into many aspects of life (and he also likes to swear a lot during his presentation.)
Although “gamification” has become a recent buzzword, the social sciences have been studying game studies and play for decades.Gamification, in its new and buzz-wordy guise, is being applied to learning (through badges, as we saw in Stian’s presentation), as well more comprehensively through schools like New York’s Quest to Learn, where the curriculum is designed around game play. Other areas where gamification is being applied include fitness (think of Nike+ and the new NikeFuel Band), human resources (in SaaS products such as Work.com, which was developed in Toronto). Even libraries have gotten into the game - Finland’s national library launched a game-based program to help decipher words in order to index old newspapers (kind of like reCaptcha).All of these products/programs/initiatives take the elements of a game - goals, rules, feedback system, voluntary participation - and add them to everyday situations, tasks and knowledge exchanges.)
Of course, gamification is also being used as a marketing tool.Take FourSquare for an example – its badge system encourages loyalty by rewarding repeat customers - that is, people who buy things, whether it’s shoes or a beer with friends. The appropriation of gamification principles by marketers has led game designers like Ian Bogost to claim that gamificationers have got it wrong; that they are “mistaking incidental properties like points and levels, for primary features like interactions with behavioral complexity.” (Bogost, 2011)The quotes above are from his rant at theWharton Gamification Symposium in August 2011. I think they get his point across pretty clearly. Also, I wonder if swearing and gamification are linked in some way…?Ian Bogost, “Gamification is Bullshit,” Ian Bogost - videogame theory, criticism, design (August 8, 2011),http://www.bogost.com/blog/gamification_is_bullshit.shtml
So let’s step away from the word gamification, and look at another way of incorporating game design into real life. I read Jane McGonigal’s book “Reality is Broken: Why Games Make us Better and how they can Change the World,” when it came out last year, and it’s really changed the way I thought about this topic. McGonigal’s argument is that there are 183 million gamers in the US who are checking out of reality because the real world lacks the engagement, feeling of community and burst of exhilaration that can be found in games. But McGonigal contends that by designing games that have a positive impact on real life (and that are based in the real world) we can harness this love of gaming for good, so to speak.McGonigal actually doesn’t mention the word “gamification” once in her book. Instead, she talks about how principles of game design, and features of games(especially Massively multiplayer online role-playing game (MMORPG) and alternative reality games (ARGs)) can make the world a better place. For more information on game design elements, I would suggest reading McGonigal’s book.- Jane McGonigal,Reality is Broken: Why Games make us Better and how they can Change the World (New York: The Penguin Press, 2011), Kobo Edition.
The examples here are taken from McGonigal’s “14 Fixes for Reality.” I think she and David Siegel would agree that getting beyond the label of gamification and looking at the reason why games are so appealingwill help unlock the potential of game design for everyday life.Two questions:Do you think that game design and gamification can help with creating better knowledge media designs? (Or did I drink too much of the gamification Kool-Aid?)Can you think of aspects of your life that incorporate gamification or game design?David Siegel, “The role of enticing design in usability,” Interactions 19.4 (2012). DOI:10.1145/2212877.2212895