The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Women in Videogames were developed for an event held by the Department of Foreign Affairs called Empowering IT for Women. The participants were all respected bright women from 17 Asia countries.
The goal of this presentation is to give insight that women has irreplaceable role on IT (specially videogames) development and for passing IT knowledge to the next generation
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Women in Videogames were developed for an event held by the Department of Foreign Affairs called Empowering IT for Women. The participants were all respected bright women from 17 Asia countries.
The goal of this presentation is to give insight that women has irreplaceable role on IT (specially videogames) development and for passing IT knowledge to the next generation
MED122 Google, search and market dominanceRob Jewitt
A look at how Google's ability to expand its services help customer maintain customer tie-in and the return to search.
Slides adapted from originals by Tarleton Gillespie: http://www.tarletongillespie.org/
Presentation looks at the Apple brand over the last 2 and a half decades. These are the early mock-ups of the slides that my colleague Neil Perryman used in my Web Studies module. He gave me permission to upload them here. You can contact Neil here:
neil.perryman@sunderland.ac.uk
Lecture slides from session on music in games. Draws heavily on William Gibbons' article:
http://gamestudies.org/1103/articles/gibbons
Updated April 2013
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
10 minute presentation for an AMA Digital Marketing webinar series - I was asked for focus on gaming, and with my limited time, I chose to dispel a few commonly held misbeliefs about gaming and virtual worlds.
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.
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Advergaming Creating A Video Game As A BrandZach Klein
I pulled this presentation together at BBDO/Proximity in early 2008. The purpose of the presentation was to introduce branded video games and discuss the elements that go into creating a successful branded video game experience.
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]Claudio Pires Franco
Based on work / models developed with Dubit, inspired by academic work, presented at the MRS annual children / youth conference.
Cross-media adaptation into digital games
Note: this is the 'screens' version - there's one with screens + notes under 'Documents'.
Everyone's a gamer nowadays.
What's so appealing about games?
Which games are young people playing and why?
And how can stories / characters from other media be successfully adapted into game form?
Note: this is the 'screens+notes' version - there's one just with screens under 'Presentations'.
Everyone's a gamer nowadays.
What's so appealing about games?
Which games are young people playing and why?
And how can stories / characters from other media be successfully adapted into game form?
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
2. Before you do anything, I recommend you read the slides by Sebastian
Deterding, who inspired this presentation. Trust me, they‟re better than mine
and very pleasing on the eye. Each image above is a link to his work. Seriously.
Do it now!
3. In today‟s session I want to look at a current marketing buzz-word,
„gamification‟, which promises a lot of engagement between a product or
service and its user-base in order to keep people interested by rewarding
people for their interactions
1
2
3
4. In the first section I want to offer a brief overview of what the term refers to for
those unfamiliar with it
1
2
3
5. 5
I‟m sure many of you have played the game, as a child, that involves you
walking on pavement stones where you haven‟t got to touch the cracks?
6. 6
When I was a child I used to pretend that if I touched the crack my back would
snap, so it was imperative that I didn‟t mess up. This games used to make the
mile walk home fun (or slightly less dull!)
8. 8
I used to like to put my toys in situations they were not meant to be in…
Exploring potential scenarios in the context of a safe play space. Usually this
9. 9
It is these 3 core elements that, if done well, can make games or gamified
experiences very enjoyable and effective. You‟ve probably done something like
this yourselves…
Make believe
Rules, challenges
Goals
Feedback
Free,
Safe play space
10. There‟s a new buzz word in town (although there‟s some discontent regarding
its significance, or at least its application). Games are encroaching into reality,
breaking outside of the confines of the traditional game space. From playing
games in public, through flash-mobs, to augmented reality applications –
10
11. 11
Some reading…
Not every gamified experience will be the same. Depending on who you listen
to, different proponents will have different takes on the successful
implementation of the gamification experience. McGonigal sees it as making
work fun in order to change the world for the better. Schell sees it as the future
of advertising
12. 12
Some more reading…
Zichermann sees it as being akin to a very cheap form of customer loyalty
programme. Kim sees it as a new field of (meta)game-design and community
engagement. Reeves sees it the future of work as a perfect information market.
13. 13
Will Wright, the creator of SimCity and The Sims, once suggested that the
proponents of gamification elements tend to see it as a form of monosodium
glutamate (MSG) – „Make it Seem Game-like‟ – that can fix everything. He
argues that the distinction between the virtual and the real world is an artificial
one.
14. In this section I want to look at some of the ways in which people confuse what
gamification is (or isn‟t)
1
2
3
15. 15
Not all games are fun
Kat Bailey of 1UP.com found nothing to like about the game, calling it a “lazy,
corporate-mandated cash-in”. IGN claimed “MindJack is ultimately a frustrating
and forgettable shooter with horrible presentation, clumsy controls and a
plodding campaign”
16. 16
Serious games
FloodSim: A flood prevention simulation/strategy game designed to inform the
people of the UK about the dangers of flooding as well as to help gather public
opinion on the problem that flooding presents. Players take control of the UK's
flood policies for three years and attempts to protect the people and the
economy of the nation.
17. 17
Sturgeon‟s revelation
Derived from quotations by Theodore Sturgeon, an American science-fiction
writer. He noted that while science fiction was often derided for its low quality by
critics, the same could be said for the majority of works in other fields and that
science fiction was thus no different in that regard to other art. The same
applies to games.
„ninety percent of
everything is crap‟
18. 18
A Theory of Fun for Game Design
In 2005 Raph Koster observed that playing video games tends to be fun
because it provides experiences of competence, self-efficacy and mastery, not
some externalised contextual reward. McGonigal makes much the same point
in Reality is Broken
„fun from games
arises out of
mastery‟
19. 19
This is a point made by Sebastian Deterding. Just adding something game-like
to a product or service is no guarantee of fun. To make something fun, you
need all the hard work of game design: iteration, play-testing, balancing –
preferably performed by real game designers.
Games are not fun because
they„re games.
Games are fun when they
are well-designed.
20. 20
Reward behaviour
You have an activity that you want your users or customers to partake in and
you offer them rewards for doing so. This might take the guise of points or
badges, and it might even include some form of competition or a leaderboard to
rank users against each other. However, rewards do not equal a sense of
achievement
21. 21
I get very little pleasure from becoming the mayor of the Prospect Building as
it‟s very simple to do. Turn up regularly and check in on Foursquare. This is
where I work! It‟s not a challenge! It‟s certainly not fun despite Foursquare‟s
attempt to make it seem competitive
22. There are lots of examples of games that reward inane behavior simply
because it‟s a function of the (poorly considered) design. This is something
Jakob Stjerning parodied when he built Progress Wars. Observe how those
lovely bars progress as you click! Isn„t it fun? Isn„t it engaging? Er, no….
23. 23
Games + social = ?
All manner of social games have become very popular across a range of
different demographics. Often these games are powered by a freemium
business model whereby those players who are time poor but cash rich can buy
their way to success. Players may also be rewarded for inviting friends to play
or for playing socially
24. Jesse Shell (2010) suggested the success of games like Club Penguin are
based on „psychological tricks‟. It is free to play and players accrue virtual
money but in order to spend that money in-game a $6 per month subscription is
needed ($72 per year), creating an “elastic velvet rope”. Disney paid $350
24
Games + social = license to print $
25. There is a history of games from one space bleeding into another. Fantasy
football is a game that leeches off another game, which used to be the confine
of nerds but is now mainstream and enjoyable
25
26. Watch your points with Weight Watchers. Players are rewarded for various
achievements and hitting critical milestones. It might be a game but is it fun?
Nintendo‟s Wii Fit was an attempt to bring game dynamics to healthy living and
other „serious games‟ exist
26
27. Track your progress, beat your score, compare your performance with other
users of Nike+!
27
28. Play the game, upgrade your meal for more chances of „winning‟, watch your
health suffer…
28
29. Fast food loyalty schemes try to incentivize repeat custom by rewarding
customers for sticking with them. They are now going beyond the sticker-
collecting stage and taking advantage of the technology in our pockets – use
QR codes to scan and store your data
29
30. Frequent flyers are rewarded for their repeat engagement: „rank up‟ based on
experience points?
30
31. There is a tendency for car manufacturers to include fuel economy gauges for
drivers to maximize their fuel efficiency. The aim of the game is to „score‟ your
highest MPG. Play Fuel Challenge™ by „hypermiling‟ with some unintended
consequences, such as refusing to slow down at traffic lights so as not to have
31
32. Geo-location services like Foursquare and Gowalla reward players for
registering their position via GPS by giving them badges and exclusive
discounts with specific retailors. Geocaching games abound where players use
32
33. In this section I want to look at responses to gamification
1
2
3
34. Gamification = application of game design elements to things that aren‟t
typically considered a game. It strives to encourage users in desired
behaviours by taking advantage of psychological predispositions to engage in a
game format when the task at hand may not be that exciting (wink to Sebastian
Deterding for this one…)
34
35. Volkswagen Sweden employ the “The Fun Theory” to reformulate the mundane
act of recycling into a game that increased bottle bank deposits in the above
Play video
36. Use the „data shadows‟ left behind by the Oyster travel card on the London
Underground to make the daily commute more interesting: “Pick up Items.
Complete Collections. Take on Missions. Join a team and together take over
London”
37. The decreasing costs and increasing sophistication of accelerometers, RFID
chips and other sensors is creating a context in which they can be found almost
anywhere, and their centrality may engender new possibilities for innovation
and engagement. Even the most mundane objects like a smartphone can be
utilized as part of a „gamified‟ marketing campaign. This doesn‟t mean they‟ll
always be implemented effectively…
37
41. 41
Gamification is bullshit
Ian Bogost has argued that the rhetoric of gamification is presented by
marketers as reassuring and easy, suggesting strategy and formulaic solutions
to problems. Game developers and players have critiqued it on the grounds that
it gets games wrong, mistaking incidental properties like points and levels for
primary features like interactions with behavioral complexity.
42. 42
Cow Clicker
Bogost developed this Facebook game as a parody of the worst excesses of
Farm Ville and its clones. The goal was to earn „clicks‟ by clicking on a cow
every six hours. A currency called „Mooney‟ allowed users to purchase new cow
designs. More clicks could be harvested when friends brought their cows to the
pasture.
43. 43
Every time you clicked a cow your Facebook newsfeed would highlight the
banality by posting “I‟m clicking a cow”. Despite it being a parody, it became
very successful in its own right, attracting over 50,000 players. Some players
even posted strategy guides. Eventually Bogost called it to an end via the
Cowpoclaypse
44. The pop behaviourism of B.F. Skinner sees rewards as, well, rewarding…
However, humans are not always motivated to react the same way a rat in a
Skinner box may be. Many of the gamified social experiences marketed today
aren‟t being built by skilled game designers
44
45. In summary
Many companies have risen to prominence on the back of viral strategies,
placing social experiences at the centre of their strategy.
Gamification, adopted as a marketing strategy, is meant to be fun (funware?),
but does it always succeed?
Not all games work to reward players for their efforts accordingly (only the best
designed ones?)
45
46. • # - C!..., 2010, Share
• # - @Hella, 2008, Obama
• # - Sergio Vaiani, 2009, Scale Stairs
• # - Mike Zienowicz, 2007, Joe
• # - MissNatalie, 2008, Miss Natalie’s Growth Chart
• # - GDS Infographics, 2010, The Year the Dot-Com Bubble Burst
• # - Phil Hatchard, 2010, Sketchbook 2: Internet Dating
• # - kurtxia, 2008, Space invaders
• # - bitchcakesny, 2008, Weight Watchers Awards
• # - Jun Acullador, 2007, Gulf Air
• # - plien, 2009, Z4 dash
• # - DORONKO, 2010, NIKE +iPod
• # – nan palmero, 2010, Foursquare Pins and Tattoos SXSW 2010
• # - yoyolabellut, 2010, Space Invader @ Paris (France)
• # - paulszym, 2010, Step 10 – Place the 5mm Sensor for soldering
• # - Nina Leen (LIFE), 1964, B F Skinner training a rat
• # - yoyolabellut, 2010, Space Invader @ Paris (France)
• # - A. Diez Herrero, 2007, creative commons -Franz Patzig-
46
All attempts made to attribute sources but if I‟m missed one, get in touch please