Gamification is the most important opportunity and challenge that publishers currently face in the move from print to convergent media. Games and gaming represent the freshest most interactive form of media today. Using game elements to increase engagement, grow a loyal and targeted audience, and support OAO (Online Audience Optimization) efforts will keep publishers relevant in the fast-moving transition from print to digital.
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
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
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.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Ce texte est une ébauche de réflexions autour de la notion de gamification. Il se veut à la fois critique du concept, mais aussi un minimum pragmatique en interrogeant les possibles de la gamification.
Slack is a runaway hit — and everyone wants to figure out why. Slack lacks the outer trappings of a game — instead it pulls you along by unfolding new opportunities as your skills grow stronger. Learn how Slack’s Core Learning Loop drives a simple, compelling daily habit; why a single-player on-boarding bot creates a game-like experience; and why Slack’s early development practices created a strong foundation for rapid growth.
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.
5 Key Hacks for Breakthrough Innovation Amy Jo Kim
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the ones that DO? What developmental habits and behaviors do the teams that create genre-defining hits have in common? Here are 5 Key Hacks that will set the stage for breakthrough innovations - along with 3 smart shortcuts that can dramatically accelerate your early product development.
Building Invincible Companies With Effective Business Portfolio Management
Alex will discuss how you can manage a portfolio of products successfully. How can you invent new business models (explore), improve existing ones (exploit), and manage them all across the organization (manage)? How should you visualize your business model portfolio, in order to be prepared for the future?
You will learn how to map the exploration of new business ideas and test them in a simple and practical way. You will learn how to manage and improve the businesses and products you already have, understand how much profit existing business models generate and point out any synergies/conflicts between your models.
GAME ON! Integrating Games and Simulations in the Classroom Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
GAME ON! Integrating Games and Simulations in the Classroom
It is estimated that by the time that today’s youth enters adulthood that they will have played an average of 10,000 hours of video games. By playing games, research suggests that they have developed abilities related to creativity, collaboration, and critical thinking. Come explore the history of games and simulations in the classroom and investigate ways that current games and simulations in digital and non-digital formats can be meaningfully and purposefully integrated into your learning environment.
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.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Ce texte est une ébauche de réflexions autour de la notion de gamification. Il se veut à la fois critique du concept, mais aussi un minimum pragmatique en interrogeant les possibles de la gamification.
Slack is a runaway hit — and everyone wants to figure out why. Slack lacks the outer trappings of a game — instead it pulls you along by unfolding new opportunities as your skills grow stronger. Learn how Slack’s Core Learning Loop drives a simple, compelling daily habit; why a single-player on-boarding bot creates a game-like experience; and why Slack’s early development practices created a strong foundation for rapid growth.
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.
5 Key Hacks for Breakthrough Innovation Amy Jo Kim
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the ones that DO? What developmental habits and behaviors do the teams that create genre-defining hits have in common? Here are 5 Key Hacks that will set the stage for breakthrough innovations - along with 3 smart shortcuts that can dramatically accelerate your early product development.
Building Invincible Companies With Effective Business Portfolio Management
Alex will discuss how you can manage a portfolio of products successfully. How can you invent new business models (explore), improve existing ones (exploit), and manage them all across the organization (manage)? How should you visualize your business model portfolio, in order to be prepared for the future?
You will learn how to map the exploration of new business ideas and test them in a simple and practical way. You will learn how to manage and improve the businesses and products you already have, understand how much profit existing business models generate and point out any synergies/conflicts between your models.
GAME ON! Integrating Games and Simulations in the Classroom Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
GAME ON! Integrating Games and Simulations in the Classroom
It is estimated that by the time that today’s youth enters adulthood that they will have played an average of 10,000 hours of video games. By playing games, research suggests that they have developed abilities related to creativity, collaboration, and critical thinking. Come explore the history of games and simulations in the classroom and investigate ways that current games and simulations in digital and non-digital formats can be meaningfully and purposefully integrated into your learning environment.
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Netex Webinar | Next Generation Learning Platforms [EN]Netex Learning
Webinar offered by Netex's UK Director Mike Byrne as he discussed how a shift in emphasis from traditional course delivery to a more diverse learning content proposition has led to the rise of “Next Generation Learning Platforms”.
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 :)
Slides to support a master class on making student thinking visible through practical hands-on activities and structured around the Dylan Wiliam's work on formative assessment and active learning.
All the resources for this master class are available online here:
http://dkworkshops.wikispaces.com/Making+Student+Thinking+Visible+at+ManACE+SAGE+2014
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.
Is it all a game? Understanding the principles of gamificationIan McCarthy
There is growing interest in how gamification – application of game design principles in non-gaming contexts – can be used in business. However, academic research and management practice have paid little attention to the challenges of how to best design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it is prompting managers to think about business practice in new and innovative ways. To this we draw upon the game design literature, and present a framework of three gamification principles – mechanics, dynamics, and emotions (MDE) – to explain how gamified experiences can be created. We then provide an extended illustration of gamification, and conclude with ideas for future research and application opportunities.
Communicative Language Teaching is the cornerstone for approaches that have shifted from a grammar-based language view to a functional view of language where communication is the main objective. Such approaches are CBI (Content-based instruction) and TBI (Task-based instruction). Today, both CBI and TBI are the leading approaches most teachers are currently using to teach a second/foreign language around the world. Both approaches have been proven to be effective, and the most important thing is that students are truly learning to use language to communicate their ideas to different audiences.
A video that shows entrepreneurs how they can built their brand and sell their products and services more effectively using various marketing and PR techniques presented by Kate Koziol from K Squared Communications and Hunter Byington.
Millions of nonprofit board seats are open and need to be filled each year. Approximately 75% of nonprofits do not have any formal budget for recruiting board members or staff, according to the 2011 Nonprofit Employment Trends Survey.
Nonprofits need board recruiting tools that are easy to implement, cost efficient and, most importantly, connect them with the best people. Social recruiting — using social media to recruit staff — does just that. And LinkedIn does social recruiting best.
It’s not just a word of mouth game anymore. You can find excellent board candidates with the required skills and a passion for your cause by using LinkedIn. Organizations of all sizes are starting to do it already.
In this free webinar Bryan Breckenridge, LinkedIn’s Nonprofit Success Enabler and founder of LinkedIn Nonprofit Solutions will provide a few of the basics that nonprofits can use — at no or limited cost — to make their relationship research and board recruiting efforts more successful.
He’ll also offer stories of how he and other nonprofit leaders have used LinkedIn to recruit peers for the boards they’re on.
People consume information on the web differently than traditional media. In an era of information overload we’ve become “grazers” of content, skimming digital channels for nuggets of information. More than ever, it’s important for individuals and organizations to be able to present ideas in a manner that can be quickly consumed, understood and remembered.
The Power of Infographics is a presentation that digs into visual thinking, how organizations can learn to present their ideas visually and how infographics can be used to help achieve some common business
objectives.
Selection - Human Resources ManagementSrinivasan S
An analysis of the Selection stage in HR during contemporary times by the students of Department of Management Studies (2017 - 2019), University of Madras.
FIA officials brutally tortured innocent and snatched 200 Bitcoins of worth 4...jamalseoexpert1978
Farman Ayaz Khattak and Ehtesham Matloob are government officials in CTW Counter terrorism wing Islamabad, in Federal Investigation Agency FIA Headquarters. CTW and FIA kidnapped crypto currency owner from Islamabad and snatched 200 Bitcoins those worth of 4 billion rupees in Pakistan currency. There is not Cryptocurrency Regulations in Pakistan & CTW is official dacoit and stealing digital assets from the innocent crypto holders and making fake cases of terrorism to keep them silent.
Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
buy old yahoo accounts buy yahoo accountsSusan Laney
As a business owner, I understand the importance of having a strong online presence and leveraging various digital platforms to reach and engage with your target audience. One often overlooked yet highly valuable asset in this regard is the humble Yahoo account. While many may perceive Yahoo as a relic of the past, the truth is that these accounts still hold immense potential for businesses of all sizes.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
In the Adani-Hindenburg case, what is SEBI investigating.pptxAdani case
Adani SEBI investigation revealed that the latter had sought information from five foreign jurisdictions concerning the holdings of the firm’s foreign portfolio investors (FPIs) in relation to the alleged violations of the MPS Regulations. Nevertheless, the economic interest of the twelve FPIs based in tax haven jurisdictions still needs to be determined. The Adani Group firms classed these FPIs as public shareholders. According to Hindenburg, FPIs were used to get around regulatory standards.
3. Enter: Gamification
• “Every CEO of every company needs to understand
gamification.” Bing Gordon, CEO of venture capital firm
Kleiner, Perkins, Caufield and Byers
• “Play is one of the most important parts of human
culture and affects the way we learn, work, and live.”
Janet Murray, Professor, Graduate Program in Digital
Media at Georgia Institute of Technology
• “Games are powerful, and gamification employs lessons
from psychology, design, strategy and technology.”
Kevin Werbach, Professor of the Wharton School,
University of Pennsylvania
• And, from The Wall Street Journal: Gamification is a
powerful emerging business concept.
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
4. Consumption
• Passive
• Vicarious
• Old Media
• Magazines
Interactivity
• Active
• Experiential
• New Media
• Games and
Gamification
The Next Step
Does your audience “consume” your media?
…or engage with it?
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
5. • Why will people spend $1.00 to send a
virtual gift on facebook – but not to
read a news story?
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
6. Gamification is
• The use of game mechanics in a non-game
environment
• The intersection of psychology and technology
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
7. Is Gamification Trivial?
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
8. Examples of Successful Gamification
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
9. Uses of Gamification
SEO/OAO
New Subscriptions
Renewals
User-Generated Content
Sales
Training
Website engagement and loyalty
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
11. Gamification with Virtual Worlds
• Virtual worlds are synthesized environments with
characters called avatars. They can be used in a wide
range of contexts such as for exploration…
Linda Ruth, PSCS Consulting, http://www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
12. Gamification with Virtual Worlds
• For communication…
Linda Ruth, PSCS Consulting, http://www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
13. Gamification with Virtual Worlds
• And for highly interactive activities.
Linda Ruth, PSCS Consulting, http://www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
14. Example – Virtual Japanese House
Linda Ruth, PSCS Consulting, http://www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
15. Japanese House Example
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
16. Example – ESL Photo Hunt
Linda Ruth, PSCS Consulting, http://www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
17. Photo Hunt Example
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
18. •Gamification =/= Gaming
•Gamification =/= Pointsification
•Gamification =/= Elements
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
19. Stuff We Could Not Fit!
http://www.slideshare.net/LindaRuth1/gamification-for-publishers
Steps to Gamify your Site:
• Objectives
• Desired Behaviors
• Rewards
• Design
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
20. Stuff We Could Not Fit!
http://www.slideshare.net/LindaRuth1/gamification-for-publishers
Possible Pitfalls
• Cookie Cutter Approach
• Motivation Backlash
• Life cycle of game
• Gaming the System
• Overuse
• Random Implementation
• Rewards =/= fun
Linda Ruth, www.pscsconsulting.com 603-924-4407
Nicole Yankelovich www.wonderbuilders.com 505-695-2237
Editor's Notes
Clip: http://youtu.be/2lXh2n0aPyw
10 years ago publishers stood on the brink of video. We knew it was important, but hadn’t decided how or why to use it—or even if we would use it at all.Today publishers face the next step of opportunity. If we are to remain leaders in convergent media—or even relevant in the world of convergent media—gamification is the next step.
The aim of poetry—to teach and delight—is the aim of all media. Everything we do falls into the categories of information and entertainment; every media product falls somewhere along that spectrum.We’ve moved past “reading “ to “consuming”—consuming the article, the video, the image.But consumption has its limitations, and the most fatal of these limitations is the lack of engagement. As we move from print to convergent media, we also must move from consumption to interactivity.Some stats: Today the USA has 183 million active gamers. Almost half are women. One quarter of them are over 50.61% of CEOs, CFO’s and senior executives take daily game breaks; the games business is $66 billion in US—twice that of Hollywood box office. In the US, $2 billion is spent—on virtual goods.Gaming is media gone interactive, media which is active, experiential, which engages.
Content publishers struggle to find ways to encourage their audience to “consume” their product. Games publishers have mastered that challenge. What makes gaming so immersive, so addictive, in a way that content consumption aspires to be?Dolphin Training: Random Interrupted Reinforcement (RIR) from BF Skinner’s Operant Conditioning. Rewards are very effective in encouraging a behavior—but only if applied in a variable, unexpected way.Game designer James Portnow explains Operant Conditioning as the reason some people would choose to spend a day at a slot machine pushing a button and walk off with $100 in their pockets rather than spend that same day puashing a button in a factory for the same $100. The brain loves a surprise. Variable rewards unlock little kicks of dopamine. It’s one reason that your site visitors will stay on your site longer, engage in desired behaviors more often, and return more frequently if you add gaming elements to your site.
The goal of gamification is to take the elements that make gaming so rich and immersive, so sticky, in some cases so addictive, and apply them in a non-gaming environment. It’s applying the principles of gaming to your products and websites to create engagement, loyalty, repeat visitors—to build your audience.Behavioral psychology is one piece. Cognitive psychology is another. While behavioral psychology describes how people will respond, cognitive psychology goes deeper, to find what they are actually looking for. Three drivers of human behavior are:the desire to build competence the desire for autonomy, or agency—the player makes the choices, and the desire for relatedness.Games elements are designed to do all three: Competence—you master certain competencies that progress you along your way; autonomy—you create and structure, to some degree, your own path; relatedness—you engage in community.
Is it trivial to create an environment that allows a publisher to drive, measure and reward high-value behaviors? Is there a value in increasing engagement and adding motivation?Leading companies including Microsoft, Nike, American Express, Samsung and Deloitte use gaming principles in training, development, and sales.In 10 days gamers crowdsourced by the University of Washington solved a molecular puzzle that stumped scientists for years and could hold the key to finding a cure for AIDS.By 2014 more than 70% of Global 2000 organizations will have at least one gamification app according to technology analysts at Gartner Inc.
Linked In profile bar: http://www.linkedin.com/profile/view?id=154276&trk=nav_responsive_tab_profileWho uses Foursquare? Ask group, give points. Who remembers what Foursquares predecessor was? Dodgeball had an engagement gap. There was no progression—you either checked in or you didn’t. Foursquare added the gamification and it took off.
A cornerstone of successful publishing, both online and offline, is audience development. SEO can only take you so far. Publishers are beginning to realize that what they need is a internet-wide approach to building their target audience and branding, and they are finding that approach through OAO—Online Audience Optimization. OAO’s umbrella includes a broad use of social media, branding, content sharing, on and off page optimization, and gamification. Bringing people to your site is not enough. If they drop off the page too quickly, if they take a peek and just move on, these are black marks against you, especially with the latest Google updates.How to get them to stay? Social media : of the top 10 elements correlating with high search rankings, 7 are social. People who have liked your page on Facebook are 80% more likely to buy your product or subscribe to your publication. How to get your audience to engage more on a social level?According to Badgeville, 54% of users are inactive in loyalty programs.69% don’t use their online communities.As publishers build out their convergent media presence they need to overcome a crippling lack of engagement. Sample data suggests that a gamified site can lead to a 500% increase in user comments. A 140% increase in time on site.
Points: keep score, show progress, show the audience that they are in a gamified environment. Apply points to high-value actions. What actions do you want your audience to take? What actions build your audience engagement, commitment, repeat visits? Liking a page, leaving a comment, re-pinning, sharing, reviewing…Badges: represent achievement, convey style, they signal what is important in the game (or on the site). They are individual.Leaderboards: give a community context to the site, provide ranking, reputation, status, feedback. They are social.Levels: indicate progress. Unlocking levels creates progression loops.Missions: add intrinsic rewards—challenge, strategy.Contests: add competitive element.Rewards: access, power, stuff.
You can gamify with no games on your site.You don’t just want to apply points to ordinary activity (example Google News)The elements of gaming—the points, badges and leaderboard—are not the gamification. You have to use these elements in a way that is variable, surprising, challenging and progressive.Games have to: change over time. Progress the player on the journey. Provide different features, different rewards, as the player progresses, in response to players’ increasing commitment and skill.The audience member is the center of the publishing business; the gamer is the center of the game. They have the sense of relatedness, progress, autonomy and control. They are there to learn and to amuse themselves. Building a business with the player at the center is just this: building an audience-centric business. The key to successful publishing.