This document discusses gamification and game mechanics. It provides examples of how game elements like achievements, levels, rewards, and status can be applied to non-game contexts to increase engagement and motivation. It also introduces a health gaming model focused on experience, purpose, incentive, and catharsis to drive involvement through an engaging environment with goals and escalating challenges.
Gamification...should you gamify your business ??Divya Sangwan
Should you Gamify your business?
The new talk of the town is Gamification and how in the new future it will rule the Business world.
The Gartner Group has projected 50% of corporate innovation will be "Gamified" by 2015. Deloitte called Gamification one of the Top 10 Technology Trends for 2012.
Studies claim the use of game mechanics will become embedded in daily life by 2020.
It’s the process of applying game mechanics to activities that aren't games and is rapidly becoming a big business.
So what’s making Gamification so popular today? Let’s learn more about Gamification, why is it becoming increasingly popular and how it’s helping marketers across the world enhance marketing campaigns.
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning and losing. Both amateurs and professionals are using gamification, which involves designing game elements, testing prototypes, and developing for mobile and social platforms. Gamification shows potential in areas like education, health, and finance.
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.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
This document discusses gamification in healthcare. It provides an overview of game mechanics and frameworks that can be applied to engage and motivate patients. Examples are given of existing health-focused games and gamified platforms that apply concepts like achievements, rewards, levels, and competition to encourage patients to learn and improve their health. The document proposes a gaming model for healthcare experiences that focuses on purpose, incentives, and delivering cathartic moments through escalating challenges to drive involvement.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Gamification...should you gamify your business ??Divya Sangwan
Should you Gamify your business?
The new talk of the town is Gamification and how in the new future it will rule the Business world.
The Gartner Group has projected 50% of corporate innovation will be "Gamified" by 2015. Deloitte called Gamification one of the Top 10 Technology Trends for 2012.
Studies claim the use of game mechanics will become embedded in daily life by 2020.
It’s the process of applying game mechanics to activities that aren't games and is rapidly becoming a big business.
So what’s making Gamification so popular today? Let’s learn more about Gamification, why is it becoming increasingly popular and how it’s helping marketers across the world enhance marketing campaigns.
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning and losing. Both amateurs and professionals are using gamification, which involves designing game elements, testing prototypes, and developing for mobile and social platforms. Gamification shows potential in areas like education, health, and finance.
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.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
This document discusses gamification in healthcare. It provides an overview of game mechanics and frameworks that can be applied to engage and motivate patients. Examples are given of existing health-focused games and gamified platforms that apply concepts like achievements, rewards, levels, and competition to encourage patients to learn and improve their health. The document proposes a gaming model for healthcare experiences that focuses on purpose, incentives, and delivering cathartic moments through escalating challenges to drive involvement.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
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.
This document discusses game-based learning (GBL) and gamification in education. It defines game mechanics as rules and feedback loops intended to produce enjoyable gameplay. Common game mechanics mentioned include points/XP, levels/leveling up, achievements, and quests. The document also discusses concepts like flow, fiero, and affinity groups in gamified classrooms. Characteristics of a gamified classroom mentioned are starting students at level 0 and allowing them to level up to an A through quest-based learning. Different types of games for GBL are also listed such as tabletop, digital, and mobile games.
How has evolved web application design in the last 15 years? From usability to engagement. How can we leverage behavior studies to create digital applications than click on users brain and make them came from more. How gamification is the latest trend on design based on behavior. How can we apply it to activities like health and government and even on your own presentation.
This deck was presented during Social Media Week 2011 in Buenos Aires, Argentina. By Dario Diament - Digital Marketing Manager - Alex Heuchert, Digital Creative Director and Pablo Di Meglio - Social Media Leader @ Latin3.com
Latin3 is one of the leading digital agencies in Latin America and the US Hispanic Market. Learn more about Latin3 at http://www.latin3.com
This document discusses gamification of social media. It notes that gamification, which uses game design techniques to engage audiences, is growing significantly. Examples are provided of how companies have successfully gamified social media to encourage peer support, advocacy, and increased sales. The key aspects that make gamification effective include building a vibrant community, implementing techniques like badges and leaderboards, and ensuring the gamification reaches different types of gamers and motivates positive behaviors.
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.
ISAS Learning is an Epic Win February 2012Jane McGonigal
The document discusses the positive effects of gaming and provides 10 practical ways to incorporate gamer superpowers into the classroom to engage students. It notes that 92% of two-year-olds play games and that games can teach problem-solving skills. It then lists 10 positive emotions people experience from gaming and provides examples of educational games that teach about science, history and world issues. Finally, it offers 10 suggestions for how teachers can use games to tap into students' interests and diverse learning styles.
The document discusses how video games have become more complex over time to better engage the brain. It notes that the brain evolved to solve survival problems outdoors and seeks patterns, emotional connections, and collaborative learning. Several experts are quoted saying that video games can better teach concepts like survival, literacy, and learning than traditional schooling by embedding better learning theories and providing "tasty patterns of reality." A few educational games are also listed.
Research proposal:
How can we change people behaviours in order to make them more responsible towards energy saving through gamification and the social network sharing culture?
This document describes a social media evaluation model for Cru. It allows Cru users and leaders to log in and submit or rate social media strategies. Leaders must submit two complete strategies to have more weight in ratings. Top-rated strategies are displayed on a Cru Leaderboard that rewards those who curate quality content. A mobile app allows users to search for strategies in real-time based on location, check in when using a strategy, and rate strategies in real-time. The goal is to discover effective social media strategies, innovators, promote collaboration, accelerate adoption, and provide education. Users and criteria for determining if something is truly "Cru" or "social" are outlined.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Gabe Newell discusses opportunities for using games to drive positive social change. He outlines how Valve and games can be used for education, research, charitable causes, and economic development. Games provide opportunities to learn, teach collaboration, and bring communities together. Valve is excited to support these opportunities and sees games as a tool to measure policies and promote prosocial behavior at a large scale.
Simon Egenfeldt Nielsen, Serious Games Interactive, NOW is DigitalSeismonaut
This document discusses gamification and serious games. It provides background on the speaker and his company Serious Games Interactive, which develops serious games that combine learning, communication and storytelling. The speaker defines serious games as using game mechanics for more than entertainment, while gamification integrates game dynamics into sites/services to encourage behavior. Serious games create unique game solutions, while gamification structures existing experiences. Examples are given of companies that have implemented gamification, and the document outlines initial steps to get started with gamification.
This document proposes a mobile game called BetterDay that aims to improve physical and mental health while generating data. The game would reward players for healthy activities like walking, exercise, and learning health facts. Data on player engagement and health outcomes could help health organizations develop new programs. Real-world rewards from sponsors could further motivate players. Communities could customize the game to target local health issues and promote specific activities. The game aims to form healthy habits while learning what motivates behavior change.
Games model dynamic systems. This workbook will help you assess a business, organizational, or system challenge and then guide you step-by-step through designing a game to think through and prototype solutions.
Designed by Kendra L. Shimmell and Kate Edgar
The Gamification of contents - Master SNID - Politecnico di MilanoGiovanni Caruso
This document discusses the concept of gamification and provides examples of its use. It begins by defining gamification as using game mechanics to engage users and solve problems. It then discusses key elements of games like rules, goals and feedback loops. The rest of the document provides examples of gamification used in marketing campaigns for shows like Game of Thrones and movies on platforms like Netflix and HBO. It also discusses debates around the concept, including whether extrinsic motivations from things like points and badges can truly engage users in the way intrinsic game elements do.
This document discusses how gamification can be used to unleash total employee engagement. It explains that disengaged employees hurt organizations and cost billions annually. Gamification applies elements of fun like autonomy, complexity, and visible progress to make work more meaningful and turn it into play. This increases motivation, creativity, and engagement. The document provides examples of how companies have gamified processes like Salesforce using points and achievements to motivate employees. It argues that gamification can build confidence and help people focus to achieve goals, leading to increased innovation and productivity.
The document discusses how virtual reality games can be used to help treat PTSD. It proposes developing a VR game called MediAir that would expose PTSD patients to simulated fear-inducing situations to help them gradually overcome their fears. A community forum and editorial calendar are presented for marketing the game. Website wireframes and prototypes are also shown to illustrate how the game and its therapeutic benefits could be presented online.
"Gamification of Health" by Chirag Patel (Chicago Health 2.0)Chirag Patel
This talk covers how gamification is affecting PHRs (Google Health), public health (nudging), consumer driven health (Me You Health, GreenGoose, HealthMonth), and most importantly employee wellness programs (ShapeUp, Keas)
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.
This document discusses game-based learning (GBL) and gamification in education. It defines game mechanics as rules and feedback loops intended to produce enjoyable gameplay. Common game mechanics mentioned include points/XP, levels/leveling up, achievements, and quests. The document also discusses concepts like flow, fiero, and affinity groups in gamified classrooms. Characteristics of a gamified classroom mentioned are starting students at level 0 and allowing them to level up to an A through quest-based learning. Different types of games for GBL are also listed such as tabletop, digital, and mobile games.
How has evolved web application design in the last 15 years? From usability to engagement. How can we leverage behavior studies to create digital applications than click on users brain and make them came from more. How gamification is the latest trend on design based on behavior. How can we apply it to activities like health and government and even on your own presentation.
This deck was presented during Social Media Week 2011 in Buenos Aires, Argentina. By Dario Diament - Digital Marketing Manager - Alex Heuchert, Digital Creative Director and Pablo Di Meglio - Social Media Leader @ Latin3.com
Latin3 is one of the leading digital agencies in Latin America and the US Hispanic Market. Learn more about Latin3 at http://www.latin3.com
This document discusses gamification of social media. It notes that gamification, which uses game design techniques to engage audiences, is growing significantly. Examples are provided of how companies have successfully gamified social media to encourage peer support, advocacy, and increased sales. The key aspects that make gamification effective include building a vibrant community, implementing techniques like badges and leaderboards, and ensuring the gamification reaches different types of gamers and motivates positive behaviors.
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.
ISAS Learning is an Epic Win February 2012Jane McGonigal
The document discusses the positive effects of gaming and provides 10 practical ways to incorporate gamer superpowers into the classroom to engage students. It notes that 92% of two-year-olds play games and that games can teach problem-solving skills. It then lists 10 positive emotions people experience from gaming and provides examples of educational games that teach about science, history and world issues. Finally, it offers 10 suggestions for how teachers can use games to tap into students' interests and diverse learning styles.
The document discusses how video games have become more complex over time to better engage the brain. It notes that the brain evolved to solve survival problems outdoors and seeks patterns, emotional connections, and collaborative learning. Several experts are quoted saying that video games can better teach concepts like survival, literacy, and learning than traditional schooling by embedding better learning theories and providing "tasty patterns of reality." A few educational games are also listed.
Research proposal:
How can we change people behaviours in order to make them more responsible towards energy saving through gamification and the social network sharing culture?
This document describes a social media evaluation model for Cru. It allows Cru users and leaders to log in and submit or rate social media strategies. Leaders must submit two complete strategies to have more weight in ratings. Top-rated strategies are displayed on a Cru Leaderboard that rewards those who curate quality content. A mobile app allows users to search for strategies in real-time based on location, check in when using a strategy, and rate strategies in real-time. The goal is to discover effective social media strategies, innovators, promote collaboration, accelerate adoption, and provide education. Users and criteria for determining if something is truly "Cru" or "social" are outlined.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Gabe Newell discusses opportunities for using games to drive positive social change. He outlines how Valve and games can be used for education, research, charitable causes, and economic development. Games provide opportunities to learn, teach collaboration, and bring communities together. Valve is excited to support these opportunities and sees games as a tool to measure policies and promote prosocial behavior at a large scale.
Simon Egenfeldt Nielsen, Serious Games Interactive, NOW is DigitalSeismonaut
This document discusses gamification and serious games. It provides background on the speaker and his company Serious Games Interactive, which develops serious games that combine learning, communication and storytelling. The speaker defines serious games as using game mechanics for more than entertainment, while gamification integrates game dynamics into sites/services to encourage behavior. Serious games create unique game solutions, while gamification structures existing experiences. Examples are given of companies that have implemented gamification, and the document outlines initial steps to get started with gamification.
This document proposes a mobile game called BetterDay that aims to improve physical and mental health while generating data. The game would reward players for healthy activities like walking, exercise, and learning health facts. Data on player engagement and health outcomes could help health organizations develop new programs. Real-world rewards from sponsors could further motivate players. Communities could customize the game to target local health issues and promote specific activities. The game aims to form healthy habits while learning what motivates behavior change.
Games model dynamic systems. This workbook will help you assess a business, organizational, or system challenge and then guide you step-by-step through designing a game to think through and prototype solutions.
Designed by Kendra L. Shimmell and Kate Edgar
The Gamification of contents - Master SNID - Politecnico di MilanoGiovanni Caruso
This document discusses the concept of gamification and provides examples of its use. It begins by defining gamification as using game mechanics to engage users and solve problems. It then discusses key elements of games like rules, goals and feedback loops. The rest of the document provides examples of gamification used in marketing campaigns for shows like Game of Thrones and movies on platforms like Netflix and HBO. It also discusses debates around the concept, including whether extrinsic motivations from things like points and badges can truly engage users in the way intrinsic game elements do.
This document discusses how gamification can be used to unleash total employee engagement. It explains that disengaged employees hurt organizations and cost billions annually. Gamification applies elements of fun like autonomy, complexity, and visible progress to make work more meaningful and turn it into play. This increases motivation, creativity, and engagement. The document provides examples of how companies have gamified processes like Salesforce using points and achievements to motivate employees. It argues that gamification can build confidence and help people focus to achieve goals, leading to increased innovation and productivity.
The document discusses how virtual reality games can be used to help treat PTSD. It proposes developing a VR game called MediAir that would expose PTSD patients to simulated fear-inducing situations to help them gradually overcome their fears. A community forum and editorial calendar are presented for marketing the game. Website wireframes and prototypes are also shown to illustrate how the game and its therapeutic benefits could be presented online.
"Gamification of Health" by Chirag Patel (Chicago Health 2.0)Chirag Patel
This talk covers how gamification is affecting PHRs (Google Health), public health (nudging), consumer driven health (Me You Health, GreenGoose, HealthMonth), and most importantly employee wellness programs (ShapeUp, Keas)
"Consumer Based Health Tech trends" by Chirag Patel (Chicago Health 2.0)Chirag Patel
This document summarizes a meetup on consumer-based health and Health 2.0. It discusses topics like personal health records (PHRs), active remote patient monitoring, doctor-patient interactions via telehealth, fitness/diet apps, and data standards. The meetup aimed to exchange ideas and encourage entrepreneurship in innovative healthcare technologies that empower consumers and move away from the traditional "mainframe model" of healthcare.
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 of Employee Engagement & Company CultureD B
Based on a presentation made to a graduate class of students at Northeastern University. Describes how employee engagement evolved since the Taylorism era. Also explains the key role that Gamification can play within a company to increase employee engagement and improve the overall culture. Covers how to avoid the "Dark Side" of Gamification and the main problems associated with its growing popularity.
At One Fat Sheep we use digital technology to influence behaviour. One approach is to apply game dynamics to achieve a higher rate of participation and long-term engagement. This presentation introduces gamification and some recent success stories.
This document discusses the concepts of gamification including definitions from experts in the field. It provides examples of how game mechanics like points, badges and leaderboards can be used to motivate and engage users. The history of gamification is explored from ancient uses to modern applications. Key aspects of game design that make activities fun and engaging are identified. Overall the document serves as an introduction to gamification and provides resources for further learning.
This document discusses the concepts of gamification. It defines gamification as using game mechanics and dynamics to motivate and engage users. Some key ideas discussed include using points, badges, leaderboards to motivate tasks considered boring. Gamification can be used to encourage collaboration, competition and loyalty. The document traces the history of gamification and provides examples of how games and frequent flyer programs have used gamification principles. It also discusses different game mechanics and dynamics that can be applied.
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning/losing. Both amateurs and professionals are using gamification, which often involves designing concepts, prototypes, and testing to create engaging experiences across mobile, social, and other platforms. Gamification has opportunities in education, health, and finance.
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.
Playful Design, Fun Products & Gamification for Startupsgbanga
This is a short workshop about how to turn your startup service into a playful and fun experience.
It was set up in a few minutes to be hold at the Startupcamp.ch 2013 in Basel, Switzerland.
Gbanga creates mixed-reality games to entertain players in a new and fun way.
This presentation is about building engagement within online communities. It will be particularly apt to niche professional or B2B communities but could be applied to any social network. More on my blog at www.benfowlerworks.com
We will look at group-dynamic theories, the science of human nature, the psychology around motivation, and habituating desired community behavior. We will also consider the effect cupcakes and other “carrots” can have when trying to motivate community members.
A few of us at Fallon attended SXSW Conference and we want to share what we saw, what is breaking, what is trending, and what is likely to impact your brands and communications within the next year. Austin comes to Minneapolis. SXSW meets SX35W.
Expect to view a series of short, lively, engaging, approachable presentations (no presentation longer than 5 minutes and 5 slides, with a mimimum of "geek-speak") that will showcase the conference highlights and outline the important things that you need to know now.
Agile Games 2012 Keynote - Games Landscape and Importance of PlayMichael Sahota
Play is a powerful tool for achieving business results. A common question is, how can I do this in my current work environment? The purpose of this talk is to orient you to a variety of different ways that you can introduce play to solve real-world problems. Whether you are a leader, coach, and even individual contributor, there are ways to amplify the workplace with play.
Welcome to a guided tour of the play landscape. This guided tour will help you navigate the different techniques with the space of games and play in order to see how they can help you. We will start our journey with ways to harness the power of play through games to do valuable work. Next stop is about using games for accelerated, deep learning. At the peak of the tour we visit the ways we can develop our play skills. The final stop on our tour is how to embedded play into our work contexts.
At the end of the tour you will have a map for exploring play and perhaps even a burning curiousity about some newly discovered places.
If you would like to re-use the the slides under creative commons licence, please contact me directly.
The document discusses gamification and its applications. Gamification is defined as using game mechanics and elements to motivate and engage people. It can be used in education, healthcare, enterprise, and other domains to make activities more fun and encourage behaviors. The document provides several examples of how gamification has been successfully applied, such as to incentivize cooperation at McDonald's and make workplaces more engaging.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Gamification involves using game mechanics and elements in non-game contexts to motivate and engage users. It works by appealing to human psychological tendencies. Companies are increasingly using gamification across industries to build loyalty and encourage customer engagement. Successful gamification requires understanding what makes games fun and developing systems with rules, milestones, and feedback to immerse users. Current trends include social and status elements, virtual rewards, and blending gaming with media. Implementing gamification well can boost metrics like retention, revenues and time spent. However, some question if gamification can overly manipulate human behavior.
Gamification: Why it’s important and what it means for your product by Rajat Paharia SVPMA Monthly Event July 2011
Go to link below for notes from this event
http://svpma.org/2011/08/july-2011-event/
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
This document outlines a proposal for a serious game called "Galapagos" aimed at raising awareness of sustainability issues. The game would challenge players to manage resources on the planet Galapagos to build a successful and sustainable business empire while maintaining a balanced triple bottom line of economic, environmental and social factors. Failure could result in bankruptcy, environmental disasters or social unrest. The proposal discusses game design elements like gameplay examples drawing from Jurassic Park and Railroad Tycoon. It also outlines the development team and goals of engaging players, raising knowledge around food supply threats, and informing consumer decisions.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
This document discusses how analytics can be used as both a process and lens to gain insights across user experience (UX) and business intelligence (BI). It notes that analytics is a discovery process that powers change by thinking, looking, and changing based on data. Various tools and trends in analytics are also covered, including predictive techniques for segmentation, the importance of experimentation, and moving from extractive to inclusive design processes informed by data.
Osteoporosis - Definition , Evaluation and Management .pdfJim Jacob Roy
Osteoporosis is an increasing cause of morbidity among the elderly.
In this document , a brief outline of osteoporosis is given , including the risk factors of osteoporosis fractures , the indications for testing bone mineral density and the management of osteoporosis
Breast cancer: Post menopausal endocrine therapyDr. Sumit KUMAR
Breast cancer in postmenopausal women with hormone receptor-positive (HR+) status is a common and complex condition that necessitates a multifaceted approach to management. HR+ breast cancer means that the cancer cells grow in response to hormones such as estrogen and progesterone. This subtype is prevalent among postmenopausal women and typically exhibits a more indolent course compared to other forms of breast cancer, which allows for a variety of treatment options.
Diagnosis and Staging
The diagnosis of HR+ breast cancer begins with clinical evaluation, imaging, and biopsy. Imaging modalities such as mammography, ultrasound, and MRI help in assessing the extent of the disease. Histopathological examination and immunohistochemical staining of the biopsy sample confirm the diagnosis and hormone receptor status by identifying the presence of estrogen receptors (ER) and progesterone receptors (PR) on the tumor cells.
Staging involves determining the size of the tumor (T), the involvement of regional lymph nodes (N), and the presence of distant metastasis (M). The American Joint Committee on Cancer (AJCC) staging system is commonly used. Accurate staging is critical as it guides treatment decisions.
Treatment Options
Endocrine Therapy
Endocrine therapy is the cornerstone of treatment for HR+ breast cancer in postmenopausal women. The primary goal is to reduce the levels of estrogen or block its effects on cancer cells. Commonly used agents include:
Selective Estrogen Receptor Modulators (SERMs): Tamoxifen is a SERM that binds to estrogen receptors, blocking estrogen from stimulating breast cancer cells. It is effective but may have side effects such as increased risk of endometrial cancer and thromboembolic events.
Aromatase Inhibitors (AIs): These drugs, including anastrozole, letrozole, and exemestane, lower estrogen levels by inhibiting the aromatase enzyme, which converts androgens to estrogen in peripheral tissues. AIs are generally preferred in postmenopausal women due to their efficacy and safety profile compared to tamoxifen.
Selective Estrogen Receptor Downregulators (SERDs): Fulvestrant is a SERD that degrades estrogen receptors and is used in cases where resistance to other endocrine therapies develops.
Combination Therapies
Combining endocrine therapy with other treatments enhances efficacy. Examples include:
Endocrine Therapy with CDK4/6 Inhibitors: Palbociclib, ribociclib, and abemaciclib are CDK4/6 inhibitors that, when combined with endocrine therapy, significantly improve progression-free survival in advanced HR+ breast cancer.
Endocrine Therapy with mTOR Inhibitors: Everolimus, an mTOR inhibitor, can be added to endocrine therapy for patients who have developed resistance to aromatase inhibitors.
Chemotherapy
Chemotherapy is generally reserved for patients with high-risk features, such as large tumor size, high-grade histology, or extensive lymph node involvement. Regimens often include anthracyclines and taxanes.
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6. A pedal-powered vending machine?
Why didn’t I think of that?!?!
ActivateDrinks.com
Because you’re too busy with your
stupid video games, moron!
7. Puzzle-loving Gamers Solve One of
Science’s Biggest Riddles in 10 Days!
Fold.it
Competitive social interaction is a
strong driving force.
8. Gamification.org
Achievements Blissful Behavioral Bonuses Appointment Cascading
Productivity Momentum Dynamics Information Theory
Combos Community Countdown Discovery Epic Meaning Free Lunch
Collaboration
Infinite Levels Loss Aversion Lottery Ownership Points
Gamification.org
Gameplay
Progression Quest Reward Status Urgent Virality
Schedules Optimism
9. Game Mechanics Gamification
Rule-based systems that The application
facilitate, motivate, and of game
encourage users to mechanics and
explore and learn the game-thinking in
properties of their non-game
possibility space environments to
through the use of increase fun and
feedback mechanisms. engagement.
Source: Gamification.org Wiki
12. “Reality doesn’t motivate us effectively.
Reality isn’t engineered to maximize our
potential. Reality wasn’t designed from the
bottom up to make us happy.
Reality, compared to games, is broken.”
Jane McGonical, author of REALITY IS
BROKEN (2011), speaks at TED 3/11
19. catharsis
Deliver cathartic moments
on a continuous course of
escalating challenges
20. It will thank you later
Let’s Myagi the world
@SKYPEN | IGNITE HEALTH | THANK YOU!
Editor's Notes
Good afternoon. I’m Fabio Gratton, Chief Innovation officer of Ignite Health.And beyond the love I have for what I do, my family and my two Chihuahuas, I love games. I created my first board game when I was 7, programmed my first computer game in basic when I was 12, and have owned every single game system available since there were any – starting with the Atari 2600 in ‘77 with its KILLER APP – Space Invaders.
Today, I want to talk to you about the “Gamification of Health” – more importantly, I want to make sure we agree on what exactly we mean when we use this term. And then I’d like to briefly talk about some key mechanics that underlygamification, and introduce a framework that I have found to be effective when thinking about gamification specifically in the healthcare space.
When most of us thing about games in the context of health – we think about a classic arcade style genre infused with health-related content, where instead of shooting aliens with a laser, we’re blasting a tumor with a chemotherapy gun.Despite the fact that most of us have probably never played a game that cured cancer – let alone a cold -- there are many published studies that show that these forms of game-style interventions can be very effective in improving knowledge, adherence, and proving emotional and psychological support. So while these are “Games for Health”, this is NOT what we mean by “gamification of health”.
And in recent years as game console manufacturers have introduced innovative controller technologies like the Wii or Kinect, we’ve seen the birth of a new genre known as EXERGAMING – which in less than 2 years has already become a $1 billion dollar industry, led by Nintendo’s Wii Fit. While no one would argue that this genre of “game” delivers direct health benefits and makes exercising fun -- it is still not what we mean by GAMIFICATION OF HEALTH.
And then just in the past few years as social networks, wireless and mobile devices have become pervasive and ubiquitous – we’ve seen the emergence of whole new wave of game-like services that begin to blend the virtual and the real, creating what Scavenger’s Chief Ninja calls “The Game Layer” on our real lives. People’s morning run is suddenly a 2 mile stretch of virtual marathon on Saturn. A facebook game awards me experience points and badges for eating healthy in the real world.What’s happening here? Is this gamification?
And the other day I found myself walking down the street and I was lured by a young woman to a vending machine where she asked me to ride a stationary bike for ten minutes – ion exchange for a free drinks.I hate bikes that go nowhere, but I love free shit and I WAS thirst. So there I was pedaling in place – and suddenly I am became aware of a sign on the machine that my 10 minute ride was actually burning the exact amount of calories in the drink I was workingfor. Realizing the it would take me over 1 hour to ride my way to a BigMac, I suddenly found myself with a whole new appreciation and understanding of the connection between food and exercise. But what the hell just happened? Was I gamified?
And then a few days ago I see a story about a new breakthrough in protein modeling that can lead to entire new therapies in HIV – a riddle that’s been baffling scientists for decades … And here’s the kicker – it was solved in under 10 days by a group of puzzle-loving gamers in a competition that used a 3D game tool called Fold.it.These gamers knew nothing about protein structure – but their adeptness in manipulating objects within3D environments combined with the communal goal and countdown competition led to a previously inconceivable solution.
“Rewards”, “points”, “achievements”, “badges”, “status”, “leaderboards” – what are all these critters that we’re starting to see everywhere? Dozens of them, each with its own unique ability to motivate, reinforce, or engage people to accomplish things they never could have or would have before?And when combined in just the right way, they can work to power entire business models.These critters have a name indeed. They’re called GAME MECHANICS.
So while game mechanics are like the gears that make an engine work inside a car, it’s their application and effectiveness in non-game systems that make them extremely intriguing to all of us. In fact, it’s the application of gamemechanics that truly defines what it means to GAMMIFY a system. A principle so simple and powerful that Gartner believes by 2015 50% of all business will be somehow GAMIFIED.
Just to bring this a bit more to life, let’s look at one of my favorite game mechanics – the “countdown clock”.The classic sand-filled hour glass made us jeer and jump with excitement as came up with words for boggle or drew pictures in Pictionary – yet this is the exact same mechanic at work that creates urgency and engagement for companies like Groupon, Ebay or Gilt.Sprinkle in some reward points, badges, a free lunch and bam, you have a multi-billion dollar company. Right?
Not exactly. As notable game designer Sebastian Deterding described, simply adding game mechanics to systems is flawed “pop behavioralism” – not unlike dolling out a sugar pellet to a rat everytime it hits a lever.To highlight the absurdity of this notion JakobSkjerning went on to create an online game called progress wars – where you are assigned meaningless tasks (plunder your family, Beat an Eggplant, annoy a rat), and you simply hit a button and watch the progress bar fill until it’s complete and you level up. Amusing for about one second – but makes its point brilliantly.Because in reality – the fun and engagement that comes from a gamified system has a lot to do with learning and achieving a certain mastery of something.
As Nancy McGonical wrote in her book “Reality is Broken”, game mechanics can be an effective way to add a layer of meaning and sense to our otherwise chaotic world -- structure that helps motivate people based on proven principles (ie, game mechanics).And given that this reality is broken, we can either continue to watch the people’s exodus into the virtual world, or try to keep people from escaping into games by making life as engaging as the games they enjoy playing.And that’s our task, folks.
So w/in the context of this compelling theory, is it really use game mechanics to make reality better, improve lives, and improve health? If the numbers are true – that the average person has played over 10,000 hours of video games before they are 21 – and that over 60% of all adults played several hours of video games each week – then maybe, just maybe, we can turn what seems like an impossible task of making the world a better, healthier place, into an achievable goal – albeit perhaps still remarkably difficult. This shift into the realm of possibility is the first step of our great mission.
In her Ted Talk earlier this year on the same topic, Nancy showed us a picture of a gamer on the verge of an EPIC WIN – An EPIC WIN, for those that don’t know, is a victory so great that even the person doesn’t believe it’s possible until they’ve actually achieved it. That, right there, is the face.For an EPIC win to be possible, there needs to be some kind of EPIC MEANING – something you are working to achieve that is great, awe-inspiring, bigger than ourselves. Well, that’s exactly what we need to accomplish in healthcare, because lives depend on it. That’s pretty epic. So today I want to introduce to you a new framework for how we can GAMIFY HEALTH, and ensure that game mechanics are applied effectively.
Instead of re-inventing the wheel, I’ve simply decoded the alphabetical DNA of the word “EPIC” Nancy introduced to us and ascribed meaning to each of its letters – letters that stand for key components that I believe are essential in any gamified system – understand, this is not some abstract invention of mine, it’s a distillation of hundreds of different game theories and models, looked at through a health lens.These components are: Experience, Purpose, Incentive, and Catharsis, and in the final 2 minutes I will briefly touch on each one.
If game mechanics are actors, then by experience we mean “the story” – or the set and environment where the story takes place. No matter what our goal is with our gamifying projects, we need to remember that we are NOT simply building a button and progress-bar dashboard for our users. They need and WANT to be part of an engaging experience – however short or long – in whatever the channel.While this may seem obvious to many of you in the room who specialize in communications, the art form of storytelling seems to get lost when people start tinkering with game mehanics. As though somehow a great actor requires no great script or direction for the movie to be great. Has anyone seen Ishtar, Waterworld, or the Adventures of Pluto Nash?
Keep in mind, many game mechanics like “progress bars”, “badges”, and “points” are simply visualizations / articulations / feedback loops of some achievement.Game mechanics are there to ensure a person remains engaged, understands the progress in their journey -- where they’ve come from and how far they have to go – and oftentimes they can function as both a feedback loop of achievement and a small carrot of motivation – but one thing is certain: Mechanics are NOT the WHY – they are not the driving force of why people actually do what they do. So it’s important to remember that there needs to be a higher purpose – an EPIC MEANING – for a gamified experience to succeed.
It’s impossible to talk about gamification without discussing “Incentives”. W/out a question this is one of the most fundamental elements of any gamified system. Keep in mind, an incentive does not have to be monetary or even physical. It can be a boost to self esteem by visibly displaying a badge for an achievement. Incentives come in many shapes and sizes – as they say: One Man’s Garbage is Another Man’s Gold.
One effective game mechanic employeedin game-level design is called “scaffolding”, where just as a person master a new skill, they are faced with a new challenge that will teach them new skills – it’s a way to prevent boredom and keep users engaged. But one common failure we have seen in the implementation of this system is to not let people FEEL that moment of “leveling up” – again, giving it meaning.It’s important for those of us looking to gamify health systems that we ensure we are enabling use to EXPERIENCE THE CATHARSIS. CATHARSIS, a term first used by Aristotle in reference to characters in a play when there is a RELEASE OF PENT UP EMOTION OR ENERGY, is one of the greatest reward systems of all time.It is in fact these ongoing, mini-cathartic moments that keep people addicted to games. These are the real sugar pellets of life that will keep people hitting the lever over and over.
In closing, I want to say 3 final things.To reiterate: GAMIFICATION OF HEALTH is not the the same as making a video-game that communicates health-related messages—it’s the application of the appropriate GAME MECHANICS to create engagement and fun in a system. The EPIC framework I’ve shared is a helpful checklist of core components that can make or break any attempt at gamification.And lastly, game mechanics, when done well, are invisible to a user. Like me, pedaling away on a stationary bike wanting and expecting nothing more than a free drink from a vending machine – and then suddenly found myself sweating and learning – then subsequently making better diet choices as a result of my experience. As I like to call it, “I’ve been Miyagied.” So go forth and Myagi the world. Thank you.