Have you ever spent hours playing a video game? Would you like that level of focus for your business? The Gamification of Business is big business because it inspires excitement, improves results and increases productivity.
Geoff McDonald has been designing board game and card games used for training for more than four years. And, in this webinar you'll create your game plan for 2012:
1. Business Context : What game are you playing?
2. Action : How do you win?
3. Competitors : Who are you playing against?
4. Goals : How do you keep score?
5. Tactics : What are the rules you play by?
6. Community : How do you invite others to play with you?
7. Motivation : How to inspire yourself to win in the short and long term.
This document discusses gamification and persuasive technologies. It begins with a quote about how playing games can prevent aging. It then covers the history of games and defines gamification. Various theories of motivation are presented, including intrinsic and extrinsic motivation. The player's journey is discussed. Types of gamification techniques and hacks for growth are presented. BJ Fogg's model of mass interpersonal persuasion is summarized as relying on automated experiences, social distribution, rapid cycles, huge social graphs, and measurable impacts.
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altuğ YILMAZ
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
The document outlines the vision and mission of Grasslark, which is fighting plastic waste by developing single-use containers. It then discusses ideas around developing an offer to help a targeted audience solve a problem through a unique approach. The rest of the document provides guidance on developing the idea through deep diving, observing, asking questions, getting perspectives, prototyping, and iterating based on feedback to improve before launching.
This document provides an overview of a meeting discussing how digital games and play can be used to enhance learning. It includes quotes from various experts on topics like how gaming dominates the 21st century, how digital games are as compelling as the best video games, how today's students learn differently, and how learning and fun don't have to be mutually exclusive. The discussion focuses on how to design games that make learning critical rather than accessory, how to avoid making things boring, and how game designers hold influence over young minds and should use this power wisely.
The document profiles the leadership strategies and philosophies of several high-profile CEOs, including Jeff Bezos of Amazon, Mark Zuckerberg of Facebook, Tim Cook of Apple, Sundar Pichai of Google, and Jack Ma of Alibaba. It discusses their approaches to innovation, hiring the best talent, understanding customers, taking risks, and using their positions and wealth to improve society.
The document discusses the importance of information flow within a game studio to ensure successful projects and team morale. It identifies common problems that arise from poor information flow such as miscommunications, delays, and low quality work. The author analyzes different structures and processes within studios that can impact information flow, both positively and negatively, such as email conventions, seating arrangements, meetings, organizational charts, and interpersonal relationships. Key recommendations include establishing clear communication structures and addressing barriers to information sharing like distance, noise, mental blocks, and interpersonal fears. The overall message is that studios with strong, open information flow between teams and individuals can avoid most common problems and have more successful outcomes.
Have you ever spent hours playing a video game? Would you like that level of focus for your business? The Gamification of Business is big business because it inspires excitement, improves results and increases productivity.
Geoff McDonald has been designing board game and card games used for training for more than four years. And, in this webinar you'll create your game plan for 2012:
1. Business Context : What game are you playing?
2. Action : How do you win?
3. Competitors : Who are you playing against?
4. Goals : How do you keep score?
5. Tactics : What are the rules you play by?
6. Community : How do you invite others to play with you?
7. Motivation : How to inspire yourself to win in the short and long term.
This document discusses gamification and persuasive technologies. It begins with a quote about how playing games can prevent aging. It then covers the history of games and defines gamification. Various theories of motivation are presented, including intrinsic and extrinsic motivation. The player's journey is discussed. Types of gamification techniques and hacks for growth are presented. BJ Fogg's model of mass interpersonal persuasion is summarized as relying on automated experiences, social distribution, rapid cycles, huge social graphs, and measurable impacts.
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altuğ YILMAZ
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
The document outlines the vision and mission of Grasslark, which is fighting plastic waste by developing single-use containers. It then discusses ideas around developing an offer to help a targeted audience solve a problem through a unique approach. The rest of the document provides guidance on developing the idea through deep diving, observing, asking questions, getting perspectives, prototyping, and iterating based on feedback to improve before launching.
This document provides an overview of a meeting discussing how digital games and play can be used to enhance learning. It includes quotes from various experts on topics like how gaming dominates the 21st century, how digital games are as compelling as the best video games, how today's students learn differently, and how learning and fun don't have to be mutually exclusive. The discussion focuses on how to design games that make learning critical rather than accessory, how to avoid making things boring, and how game designers hold influence over young minds and should use this power wisely.
The document profiles the leadership strategies and philosophies of several high-profile CEOs, including Jeff Bezos of Amazon, Mark Zuckerberg of Facebook, Tim Cook of Apple, Sundar Pichai of Google, and Jack Ma of Alibaba. It discusses their approaches to innovation, hiring the best talent, understanding customers, taking risks, and using their positions and wealth to improve society.
The document discusses the importance of information flow within a game studio to ensure successful projects and team morale. It identifies common problems that arise from poor information flow such as miscommunications, delays, and low quality work. The author analyzes different structures and processes within studios that can impact information flow, both positively and negatively, such as email conventions, seating arrangements, meetings, organizational charts, and interpersonal relationships. Key recommendations include establishing clear communication structures and addressing barriers to information sharing like distance, noise, mental blocks, and interpersonal fears. The overall message is that studios with strong, open information flow between teams and individuals can avoid most common problems and have more successful outcomes.
7 Unconventional Marketing Tactics for Small BusinessesDave Marcello
Care of the good folks at DISRUPTIVE, this is our take on some of the often overlooked and underutilized principles of an unconventional marketer. Perfect for those folks who value creativity and strategy over big budgets and wide cast nets.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
The document discusses how gaming is transforming learning and collaboration. It argues that games provide engaging problems, feedback, and social connections that motivate people to learn. Extreme scale collaboration through gaming harnesses people's cognitive resources and diversity of knowledge to solve big problems, as seen in projects like Foldit and World Without Oil. The future of learning is predicted to involve giving students opportunities to become "Super Empowered Hopeful Individuals" through competitive yet collaborative problem-solving in fun, socially-connected ways using game mechanics and platforms.
These are my top takeaways from the 2011 PSFK conference in NYC and what these trends mean for the advertising industry and agencies.
BIG thanks to Vanessa Carney and Avin Narasimhan for sharing notes with me (I lost my notebook after the conference). Without your notes and subsequent blogs posts I definitely wouldn't have remembered half this stuff.
This document discusses how video games can be effective learning environments that are better aligned with how the brain functions compared to traditional classrooms. It provides examples of early video games and how they have become more complex over time to continue engaging the brain. The document suggests video games can teach problem solving, simulate real-world situations, and increase literacy. It then provides various free and paid options for creating one's own video games and recommends several books on game design for teens.
Gamification how and why it may be useful - slide shareAlberto Signoretti
Gamification involves using game design elements in non-game contexts to drive engagement and participation. It can be an effective process for changing behaviors by appealing to human motivations. Examples of gamification include using points, leaderboards, and badges to motivate behaviors like increasing physical activity or recycling. Effective gamification design considers elements like feedback, fun, clear goals, and ability levels being appropriately matched to challenges.
The document presents 25 tips on smart thinking from Kevin Duncan's book "The Smart Thinking Book". The tips cover a variety of topics related to business planning, decision making, creativity, and efficiency. They emphasize the importance of adapting to new information, focusing on outcomes over activities, banning unproductive behaviors like bullshit, and making progress through consistent small actions rather than striving for perfection. The overarching theme is using thoughtful and pragmatic approaches rather than following plans, models, or conventions blindly.
Alex Mandryka is a game consultant who previously worked at Ubisoft and Relic. He provides tips on developing strategy for games. Some key points include: having a business strategy focused on satisfying others rather than yourself; a creative strategy such as having a MOBA that is fun and chill; and an implementation strategy of asking questions before having answers by prototyping to find what is not fun. Analysis of games should look closely at differences in systems. The training strategy suggests rational ways to learn different design skills like system design, interaction design, and narrative design.
Out Care The Competition - Your Marketing Strategy in 2015Jeph Maystruck
This document discusses how companies can outcare their competition through embracing diversity, focusing on making the world more fun, and doing impossible things. It notes that while progress has been made, there are still challenges, and encourages starting to care more in every situation by choosing to do so. Key points include Howard Shultz embracing diversity at Starbucks, the importance of jobs according to a Gallup CEO, and how outcaring competition involves more than just networking.
This document discusses the rightful place of gamification. It defines gamification as using enjoyable motivation to engage users so that both the users and business benefit. Gamification can help trigger behaviors, create habits, and change how people interact through discovery, onboarding, scaffolding and end games. However, gamification must be designed carefully to avoid conflicts with user experience and consistency. When done right through a strategic process of research, analysis, design, production, beta testing and launch, gamification can have an important place in engagement solutions.
Ron J. Williams at the 2012 Thinc Iowa conference speaking about demystifying the startup and entrepreneur. If you want to watch Q&A session: http://bit.ly/U7lhTI
Makerspaces are creative spaces in libraries where people can learn new skills, solve problems collaboratively, and use tools like 3D printers to invent and create projects. They encourage STEM learning and can help address the lack of women in STEM fields. Makerspaces provide opportunities for activities like crafting, gardening, writing, mechanical tinkering, and more. They come in various sizes and serve as places where people can access resources, find mentors, and engage in peer learning.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
The document provides an overview of the Story and Game Academy (SAGA), which explores using video games to foster skills such as critical thinking, problem solving, communication, creativity, and innovation. It discusses how games can encourage thoughtful media consumption and building stories. SAGA also aims to break barriers by supporting any platform and providing outreach and professional development. It suggests re-thinking learning spaces and provides 12 tips for bringing video games into the classroom, such as starting with instructional goals in mind and collaborating with other professionals.
Thoughts on why brands should behave mysteriously. Explores reasons why humans respond to mysteriousness and the tenets of story telling in this way.
NOTE: click on the 'Speaker Notes' tab to get a clearer read on what I'm trying to say on each slide as this presentation is not very slideshare friendly.
This document provides an overview and production details for the puzzle detective game "Another Case Solved". It summarizes the core gameplay mechanics which involve solving major story cases and smaller newspaper puzzles. Updates are planned to expand the story and improve based on player feedback. The development process utilized instant prototyping over 9 months with a small team. Both the puzzles and additional mini-games like crime scene investigations evolved iteratively prior to the game's 2014 release on mobile platforms.
El documento analiza la crisis de la educación superior en Chile. La causa principal es el desmantelamiento del sistema público de educación tras el golpe militar de 1973 y la subsecuente privatización. Esto ha reducido la matrícula general, deteriorado la calidad de la educación básica y media, y cargado dos tercios de los costos en las familias. El Estado participa solo con el 10% del financiamiento. Solo una fracción de estudiantes logra titularse oportunamente. El informe busca generar un diagnóstico y proponer una nue
El documento proporciona instrucciones para hacer salsa de chile de árbol de dos maneras: en licuadora o en molcajete. En ambos métodos se remueven los chiles en agua, se muelen los ingredientes y se ajusta la sal al gusto. La salsa se sirve a temperatura ambiente.
7 Unconventional Marketing Tactics for Small BusinessesDave Marcello
Care of the good folks at DISRUPTIVE, this is our take on some of the often overlooked and underutilized principles of an unconventional marketer. Perfect for those folks who value creativity and strategy over big budgets and wide cast nets.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
The document discusses how gaming is transforming learning and collaboration. It argues that games provide engaging problems, feedback, and social connections that motivate people to learn. Extreme scale collaboration through gaming harnesses people's cognitive resources and diversity of knowledge to solve big problems, as seen in projects like Foldit and World Without Oil. The future of learning is predicted to involve giving students opportunities to become "Super Empowered Hopeful Individuals" through competitive yet collaborative problem-solving in fun, socially-connected ways using game mechanics and platforms.
These are my top takeaways from the 2011 PSFK conference in NYC and what these trends mean for the advertising industry and agencies.
BIG thanks to Vanessa Carney and Avin Narasimhan for sharing notes with me (I lost my notebook after the conference). Without your notes and subsequent blogs posts I definitely wouldn't have remembered half this stuff.
This document discusses how video games can be effective learning environments that are better aligned with how the brain functions compared to traditional classrooms. It provides examples of early video games and how they have become more complex over time to continue engaging the brain. The document suggests video games can teach problem solving, simulate real-world situations, and increase literacy. It then provides various free and paid options for creating one's own video games and recommends several books on game design for teens.
Gamification how and why it may be useful - slide shareAlberto Signoretti
Gamification involves using game design elements in non-game contexts to drive engagement and participation. It can be an effective process for changing behaviors by appealing to human motivations. Examples of gamification include using points, leaderboards, and badges to motivate behaviors like increasing physical activity or recycling. Effective gamification design considers elements like feedback, fun, clear goals, and ability levels being appropriately matched to challenges.
The document presents 25 tips on smart thinking from Kevin Duncan's book "The Smart Thinking Book". The tips cover a variety of topics related to business planning, decision making, creativity, and efficiency. They emphasize the importance of adapting to new information, focusing on outcomes over activities, banning unproductive behaviors like bullshit, and making progress through consistent small actions rather than striving for perfection. The overarching theme is using thoughtful and pragmatic approaches rather than following plans, models, or conventions blindly.
Alex Mandryka is a game consultant who previously worked at Ubisoft and Relic. He provides tips on developing strategy for games. Some key points include: having a business strategy focused on satisfying others rather than yourself; a creative strategy such as having a MOBA that is fun and chill; and an implementation strategy of asking questions before having answers by prototyping to find what is not fun. Analysis of games should look closely at differences in systems. The training strategy suggests rational ways to learn different design skills like system design, interaction design, and narrative design.
Out Care The Competition - Your Marketing Strategy in 2015Jeph Maystruck
This document discusses how companies can outcare their competition through embracing diversity, focusing on making the world more fun, and doing impossible things. It notes that while progress has been made, there are still challenges, and encourages starting to care more in every situation by choosing to do so. Key points include Howard Shultz embracing diversity at Starbucks, the importance of jobs according to a Gallup CEO, and how outcaring competition involves more than just networking.
This document discusses the rightful place of gamification. It defines gamification as using enjoyable motivation to engage users so that both the users and business benefit. Gamification can help trigger behaviors, create habits, and change how people interact through discovery, onboarding, scaffolding and end games. However, gamification must be designed carefully to avoid conflicts with user experience and consistency. When done right through a strategic process of research, analysis, design, production, beta testing and launch, gamification can have an important place in engagement solutions.
Ron J. Williams at the 2012 Thinc Iowa conference speaking about demystifying the startup and entrepreneur. If you want to watch Q&A session: http://bit.ly/U7lhTI
Makerspaces are creative spaces in libraries where people can learn new skills, solve problems collaboratively, and use tools like 3D printers to invent and create projects. They encourage STEM learning and can help address the lack of women in STEM fields. Makerspaces provide opportunities for activities like crafting, gardening, writing, mechanical tinkering, and more. They come in various sizes and serve as places where people can access resources, find mentors, and engage in peer learning.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
The document provides an overview of the Story and Game Academy (SAGA), which explores using video games to foster skills such as critical thinking, problem solving, communication, creativity, and innovation. It discusses how games can encourage thoughtful media consumption and building stories. SAGA also aims to break barriers by supporting any platform and providing outreach and professional development. It suggests re-thinking learning spaces and provides 12 tips for bringing video games into the classroom, such as starting with instructional goals in mind and collaborating with other professionals.
Thoughts on why brands should behave mysteriously. Explores reasons why humans respond to mysteriousness and the tenets of story telling in this way.
NOTE: click on the 'Speaker Notes' tab to get a clearer read on what I'm trying to say on each slide as this presentation is not very slideshare friendly.
This document provides an overview and production details for the puzzle detective game "Another Case Solved". It summarizes the core gameplay mechanics which involve solving major story cases and smaller newspaper puzzles. Updates are planned to expand the story and improve based on player feedback. The development process utilized instant prototyping over 9 months with a small team. Both the puzzles and additional mini-games like crime scene investigations evolved iteratively prior to the game's 2014 release on mobile platforms.
El documento analiza la crisis de la educación superior en Chile. La causa principal es el desmantelamiento del sistema público de educación tras el golpe militar de 1973 y la subsecuente privatización. Esto ha reducido la matrícula general, deteriorado la calidad de la educación básica y media, y cargado dos tercios de los costos en las familias. El Estado participa solo con el 10% del financiamiento. Solo una fracción de estudiantes logra titularse oportunamente. El informe busca generar un diagnóstico y proponer una nue
El documento proporciona instrucciones para hacer salsa de chile de árbol de dos maneras: en licuadora o en molcajete. En ambos métodos se remueven los chiles en agua, se muelen los ingredientes y se ajusta la sal al gusto. La salsa se sirve a temperatura ambiente.
El documento habla sobre los basurales a cielo abierto y sus efectos negativos en la salud y el medio ambiente. Estos basurales contaminan el aire, agua y medio ambiente circundante, causando enfermedades en las personas que viven cerca. La descomposición de la basura tarda entre 6 meses y un año en iniciar y luego desprende gases durante 20 años. El documento concluye diciendo que es necesario lograr sociedades sostenibles que satisfagan las necesidades humanas sin dañar el delicado equilibrio ambiental.
הספר החמישי מתאר את קיבוץ גלויות, שיבת ציון ותחיית ישראל בארצו. המשורר מתחזק בתורת ה' והברכה מהמקדש יוצא מציון לעולם כולו, ליושבי התפוצות ולאומות העולם. דוד מזמין את כל העמים לברך ולהלל איתו את ה'. אוספי ההלל הם המוקד של הספר החמישי, כאשר המזמורים שבין אוספי ההלל מתארים את סיפור הספר החמישי: קיבוץ גלויות עד הכניסה למקדש (הלל המצרי), הברכה היוצאת מירושלים אל העולם (הלל הגדול) ולבסוף תהילתו של דוד מושכת אחריו את שומעיו לברך ולהלל את ה' ('פסוקי דזמרא'). תהילת כל הנשמה את ה' מהווה חתימה לכל ספר תהלים ומייצגת את מטרתו.
This document summarizes a study that evaluated thermal comfort conditions in an urban entertainment centre located in Nigeria's hot-dry climate. Data loggers were used to record temperature and humidity over time in different spaces to analyze how design elements like thermal mass, glazing size/type, and orientation impacted thermal performance. The study found that these factors most significantly affected thermal comfort. Simulations also showed that brick, double glazing, and larger north-south openings performed better thermally than other options. The results highlighted features that enhance thermal comfort and can be applied in future entertainment centre designs in hot-dry climates.
El documento habla sobre la importancia de la inteligencia emocional en el ámbito laboral y la vida cotidiana. Explica que controlar las emociones es necesario para tener un ambiente agradable y realizar las tareas adecuadamente. También describe las características de la competencia emocional como la empatía, el control del genio y la resolución de problemas, las cuales son más importantes que los conocimientos para el éxito laboral. Finalmente, concluye que aprender a controlar las emociones facilita la comunicación y el éxito tanto
Este documento describe un proyecto de investigación que analiza cómo los hábitos alimenticios de los padres influyen en los de sus hijos universitarios. El proyecto se llevará a cabo en la Universidad Politécnica de San Luis Potosí utilizando entrevistas y cuestionarios para examinar los hábitos alimenticios pasados y presentes de los estudiantes y cómo estos pueden transmitirse a las siguientes generaciones. El objetivo es determinar si los malos hábitos alimenticios aprendidos en la infancia continúan en la ed
This document is a CV for Kamil Khan that summarizes his qualifications and experience. Kamil has an MBA in finance from the Institute of Management Sciences in Peshawar as well as bachelor's degrees in business studies and commerce. He has work experience as an accounts officer and lists workshops and projects completed during his studies. His CV provides details on honors and awards, languages, computer skills, and references.
Tehilim vbm course 43 davids last collection 144 vs 18 20160117 ftwAkiva Berger
The document discusses lessons 42-44 from Beni Gesundheit on Psalms. Lesson 42 focuses on the structure, meaning and location of Psalms 138-145, David's last collection. Lesson 43 provides a new reading of Psalms 104-106 in the context of Book Five of Psalms. Lesson 44 discusses David's invitation to "all flesh" to praise God in Psalms 145.
Este documento describe brevemente los pasos iniciales de la formación de un poro durante una reacción alérgica. Se menciona que las convertasas C3 y C5 juegan un papel clave en la activación del complemento, lo que conduce a la generación de anafilotoxinas que inician la formación del poro.
El documento presenta una lista de diferentes formatos y herramientas de software como Word, PowerPoint y Excel. En Word se incluyen formatos de texto, hipervínculos y andamios con imágenes. En PowerPoint hay presentaciones con imágenes estáticas e imágenes animadas. Finalmente, Excel contiene hojas para realizar operaciones, promedios y tablas de transporte.
How Gamification Is Turning Recruitment Into an Epic Journey @ Landing.Festiv...Manuel Pimenta
This document discusses how gamification can turn the recruitment process into an epic journey. It outlines some of the main challenges in traditional recruitment for both candidates and companies. Companies are starting to address these challenges through gamification by defining business objectives, identifying target players, listing desired behaviors, designing an overall experience with a theme, and crafting players' journeys. The document provides a framework and process for applying gamification principles to recruitment to make candidates feel special while also challenging them as part of a cohesive narrative experience.
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
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.
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.
Be tech-smart and culture-savvy by using game-design thinking and gaming activities to connect with current users in a fun way and draw in new ones. Hear from a library communicator who literally wrote the book on this topic. Online games are incredibly popular; libraries, book apps, and learning institutions are leveraging this to bring in new audiences and engage with existing ones in new ways. Why are they doing this, what is the benefit, and how do you make it work to promote your library? Get the answers here!
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
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.
Gamification: The Next Trend in User Engagement - David Perkins (Managing Dir...Klyp
This document discusses gamification, which is using game elements and design techniques in non-game contexts to address real-world challenges and change behaviors. Gamification can be used for marketing, sales, customer and employee engagement. It works by motivating people to overcome hurdles and form habits, drawing on lessons from psychology, game design and what makes games fun. The use of gamification is expected to grow significantly in businesses as a standard practice for engagement and productivity. While often associated with games and fun, gamification is really about understanding human motivation and designing systems to influence behaviors.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
Gamification: an interactive introduction (by Anneleen Boullart & Timo Vandem...InSites on Stage
Gamification: an interactive introduction by Anneleen Boullart & Timo Vandemaele, presented to the Hogeschool Gent Marketing Alumni on October 18, 2012 in Ghent (BE).
The document discusses the concept of gamification and how game mechanics and thinking can be applied to engage audiences and solve problems. It provides examples of how game play has become a significant part of people's lives and explores research showing cognitive benefits of game playing, such as improved problem solving abilities and enhanced capacity for processing visual information. The document suggests gamification could be a way to motivate behavior change and addresses arguments that game playing is a waste of time by highlighting the potential impacts on jobs, society, and other areas.
Winning More Customer Engagement with GamificationCara Pluff
South Florida Code Camp presentation by Cara Pluff, Director of Marketing at www.appliedi.net, and Kody Betonte, Interactive Marketing Manager at www.arrowdesigns.com.
Learn about gamification and how you can use it to further engaged your customers and increase sales.
Today we examined the controversial term "gamification". We also discussed how business use techniques to try motivate, inspire loyalty and engage users.
The document outlines an agenda for a Gamedenken meetup event focused on exploring gamification. The agenda includes an introduction to gamification, a gamestorm activity where participants generate game concepts for non-game situations in 30 minutes, and a paper prototyping session where concepts are presented. The document also discusses debates around gamification and gameful design, and possibilities for future Gamedenken community events.
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.
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology around peer pressure and showing off to increase monetization. The document also provides examples of controversial monetization strategies used in some F2P games that generate conflicts or public humiliation to trigger emotions and spending.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaVirtual Goods Summit
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology and emotions to increase monetization through techniques like peer pressure and showing off. The future of F2P games remains uncertain, as over-exploiting players could potentially backfire, but they will likely continue growing in popularity alongside traditional games.
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Katharine Kemp, Associate Professor at the Faculty of Law & Justice at UNSW Sydney, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
• For a full set of 530+ questions. Go to
https://skillcertpro.com/product/servicenow-cis-itsm-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
Gamify it until you make it Improving Agile Development and Operations with ...Ben Linders
So many challenges, so little time. While we’re busy developing software and keeping it operational, we also need to sharpen the saw, but how? Gamification can be a way to look at how you’re doing and find out where to improve. It’s a great way to have everyone involved and get the best out of people.
In this presentation, Ben Linders will show how playing games with the DevOps coaching cards can help to explore your current development and deployment (DevOps) practices and decide as a team what to improve or experiment with.
The games that we play are based on an engagement model. Instead of imposing change, the games enable people to pull in ideas for change and apply those in a way that best suits their collective needs.
By playing games, you can learn from each other. Teams can use games, exercises, and coaching cards to discuss values, principles, and practices, and share their experiences and learnings.
Different game formats can be used to share experiences on DevOps principles and practices and explore how they can be applied effectively. This presentation provides an overview of playing formats and will inspire you to come up with your own formats.
3. “It’s a dangerous business, Frodo, going out your
door. You step onto the Road, and if you don’t keep
your feet, there’s no knowing where you might be
swept off to.”
Bilbo Baggins
20. The Numbers
1,4 Billion
Play at least 1 hour/day
155 Million
Play +3 hours/week
> 40 h/w
5 Million
(an average work day)
2 out of 5 players
are women
> 10 000
Average total gameplay
hours by young people
by the age of 21
Average
Gamer
Age
35
50. Gamification Adulthood
“In ways it is a fad – adding points and badges in tacky ways, looking at
‘gamification’ as an easy way to make boring things seem interesting —
that is a fad.
However, the idea of designing business processes so that those who
engage in them find them more intrinsically rewarding – that is a long
term trend.”
Jesse Schell
52. MISSION: Change YOUR world, with Gamification
1. Find a really good (engagement) problem
2. Ask around and see if others have it too
3. Think about your favorite game(s)
4. Take what makes it awesome
5. Apply it to the problem
6. Test and Re-design
Olá boa tarde, o meu nome é Susete Mendes, sou a responsável pelo Recrutamento da Novabase Academy, apresento-vos o Manuel Pimenta o nosso especialista em Gamification Design.
O Manuel Pimenta tem muita coisa em comum com vocês, para começar tirou o curso nesta Universidade, curso de Engenharia Informática. Terminou a formação em 2007 e ingressou na Novabase através do programa da Novabase Academy em 2008, portanto a sua 1ª experiência profissional.
Por isso é com muito gosto que aceitamos este convite para estar aqui hoje com vocês cerca de 2H00.
E agora queremos perceber quem são vocês, do Curso de Engenharia Informática já sabemos que são, certo?
Quem é finalista este ano?
Eventualmente com o adaptar dos utilizadores aos videojogos, a sua exigência foi aumentando e apareceram jogos como este que já tinham mais alguma complexidade
Hoje em dia, passadas algumas décadas, um gamer é capaz de estar a gerir uma equipa de 20 elementos com necessidades e missões distintas, em tempo real, coordenar ataques complexos, habilidades, enquanto conversa com os mesmos e ele próprio cumpre as suas tarefas.
Por outro lado temos jogos que começaram por ser simuladores espaciais mais que entretanto evoluiram para autênticos micro-universos, com economias próprias. No caso do Eve Online, temos uma economia interna de $18 milhões, em que existem corporações já bem estabelecidas, com “trabalhadores” que recebem ao final do mês em créditos do jogo. O caso é de tal forma complex que é estudado por algumas faculdades de economia pelo mundo for a.