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.
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.
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.
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.
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?
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
The intersection of Agile/Scrum and the Behavioural Psychology of Teams. There is a science behind building teams. This presentation outlines **some** of it.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012SeriousGamesAssoc
Ross Smith Speaks about “The Future of Work Is Play” at the 2012 Serious Play Conference
ABSTRACT
Life in ancient Egypt, Greece, Rome and Colonial America included a natural integration of play and work. There were no scheduled work hours, time clocks, or hourly wages. For adults, work and play were combined in the greater quest for survival. The Industrial Revolution brought great advances in labor, transforming effort from human to machine. There was no time for play – playing at work was considered counterproductive. Play and recreation were now completely detached from work and labor. As a result, the Industrial Age bore witness to monumental advances in leisure as well – from the circus and YMCA to the first urban playground and the U.S. National Park Service. As the 21st century shift to knowledge and information work becomes more pervasive, a return to the integration of games and play as part of work is a logical progression. Shifts and advances in global, societal, technological, economic, and socio-political trends will shape the future of work. These changes will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, the deployment of “productivity games” to improve business processes through the application of game elements have been gaining momentum. The use of crowdsourcing and productivity games as a business process have been on the rise. These lessons support the notion that games can – and will – be an important component of the workplace of the future.
Developing the conditions for better compulsion loops in new product developmentMark Hart
How do you get individuals involved in new product development to do more of the effective activity? In this presentation, I will explore several concepts from game development. I will describe how to develop the conditions for a core compulsion loop to drive positive Development Experiences (DX) in new product development.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
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.
Game on! How Gamification Can Work in GovernmentEric Hackathorn
Gamification is a hot topic right now. But what is it? How does it work, and why should you care? Tune in to this webinar to learn how to apply game mechanics to engage citizens and solve agency problems. Gamification can integrate the most engaging, exciting, and addictive aspects of game play into your agency’s business processes.
We will discuss the newly formed Federal Games Guild. Led by the White House Office of Science and Technology Policy, the group was established in November 2011. We will also highlight projects created by a variety of agencies and collaborators. Finally, you will learn how to become involved with the group.
A recording of the talk can be found at: http://www.howto.gov/training/classes/gamification
Bill Sabram has been designing games for a long time and specifically games for health for several years. This talk focuses on cumulative lessons learned from one of the field's most experienced designers.
Divided into three parts the talk will cover:
1. The intersection of game design and well-being which will cover the importance of engagement, and small actions that motivate and engage players.
2. Meet Daily Challenge, MeYou Health's well-being improvement product, learn about our clinical trail and hear Bill's design insights. www.dailychallenge.com
3. Learn about the design of Walkadoo, a free walking product that everyone can enjoy. Bill will share what worked and what didn't in building MeYou Health's pedometer program. www.walkadoo.com
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?
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
The intersection of Agile/Scrum and the Behavioural Psychology of Teams. There is a science behind building teams. This presentation outlines **some** of it.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012SeriousGamesAssoc
Ross Smith Speaks about “The Future of Work Is Play” at the 2012 Serious Play Conference
ABSTRACT
Life in ancient Egypt, Greece, Rome and Colonial America included a natural integration of play and work. There were no scheduled work hours, time clocks, or hourly wages. For adults, work and play were combined in the greater quest for survival. The Industrial Revolution brought great advances in labor, transforming effort from human to machine. There was no time for play – playing at work was considered counterproductive. Play and recreation were now completely detached from work and labor. As a result, the Industrial Age bore witness to monumental advances in leisure as well – from the circus and YMCA to the first urban playground and the U.S. National Park Service. As the 21st century shift to knowledge and information work becomes more pervasive, a return to the integration of games and play as part of work is a logical progression. Shifts and advances in global, societal, technological, economic, and socio-political trends will shape the future of work. These changes will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, the deployment of “productivity games” to improve business processes through the application of game elements have been gaining momentum. The use of crowdsourcing and productivity games as a business process have been on the rise. These lessons support the notion that games can – and will – be an important component of the workplace of the future.
Developing the conditions for better compulsion loops in new product developmentMark Hart
How do you get individuals involved in new product development to do more of the effective activity? In this presentation, I will explore several concepts from game development. I will describe how to develop the conditions for a core compulsion loop to drive positive Development Experiences (DX) in new product development.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
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.
Game on! How Gamification Can Work in GovernmentEric Hackathorn
Gamification is a hot topic right now. But what is it? How does it work, and why should you care? Tune in to this webinar to learn how to apply game mechanics to engage citizens and solve agency problems. Gamification can integrate the most engaging, exciting, and addictive aspects of game play into your agency’s business processes.
We will discuss the newly formed Federal Games Guild. Led by the White House Office of Science and Technology Policy, the group was established in November 2011. We will also highlight projects created by a variety of agencies and collaborators. Finally, you will learn how to become involved with the group.
A recording of the talk can be found at: http://www.howto.gov/training/classes/gamification
Bill Sabram has been designing games for a long time and specifically games for health for several years. This talk focuses on cumulative lessons learned from one of the field's most experienced designers.
Divided into three parts the talk will cover:
1. The intersection of game design and well-being which will cover the importance of engagement, and small actions that motivate and engage players.
2. Meet Daily Challenge, MeYou Health's well-being improvement product, learn about our clinical trail and hear Bill's design insights. www.dailychallenge.com
3. Learn about the design of Walkadoo, a free walking product that everyone can enjoy. Bill will share what worked and what didn't in building MeYou Health's pedometer program. www.walkadoo.com
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
Lithium was invited to speak at the ISSMM Converge Fall Symposium 2011 around the topic of “Gamification of Social Media." The focus of our talk was to both help demystify the phrase “gamification of social media” and share with conference members our view on how to achieve a “win” with social media and gamification based on over a decade of experience.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Gamification
What is it?
Is it right for your business?
Examples
Social & Casual Gaming in EU
Marketing tactics
Gamification right for business?
Ways to Gamify Your FB Marketing
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
2. Game industry is big (multi billion dollars ) and evolving
Multi million dollarsVirtual goods traded globally
True Mass Online Medium (billion users for Xynga, Angry
Birds, Xbox
Pervasive across Modern life
Well latest FAD
Gamification
What is in it for us?
….So what
3. What does these games teach us?
What is the mechanic that works behind
these games ?
Why is it engaging ?
What is in it for us?
8. •Average age of gamers in years: 37
•% of gamers older than Fifty: 25
•% of youth playing computer & video games: 97
•% of female gamers: 42
•Social vs. Competitive Games: >3:1
•Avg. of hours/week played in World of Warcraft (WoW): 22
•# of articles in WoWWiki: ˜250,000
•Rank of WoWWiki compared to all Wikis: 2nd
•Rank of Wikipedia: 1st
•Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of
Duty
Source: http://www.enterprise-
gamification.com/index.php/en/facts
Interesting facts about Gamers
9. How can we motivate more people to
• Learn from mistakes
• Share and reuse knowledge / best practices
• Continuously improve Quality of our services
Are there lessons from these games?
Is there something we can learn?
10. Integrating game dynamics – game elements and
game design techniques into a non game
environment, that is for a purpose outside the context
of the game
Purpose can be
• To motivate to learn
• To change attitude or behavior
• To inspire action
Designed in a way that drives participation, engagement and motivation to
meet the objective
What is Gamification?
12. • To do chores which are considered
boring otherwise
• Activities designed like Game to feel
engaged, fun doing the work
• Change Habits in a desirable way
• Inspire to contribute to loftier goals!
Applying Gamification
14. fold.it
Protein structure prediction and Protein design, tough biology
problem of understanding the structure of a protein through
games taking advantage of humans' puzzle-solving intuitions
and having people play competitively to fold the best proteins.
NanoDoc
A scientific simulation/puzzle game that allowsbioengineers
and the general public to design nanoparticle strategies to treat
cancer.
thisbigcity.net
Encourage idea sharing and discussion about sustainable
cities
And some real recent buzz
16. Work can be FUN
MicrosoftWin 7: :Language Quality Game
and more…
StackOverflow: Granting badges to users based on their reputation
Jenkins Continuous Integration Game: users can score for successful build or
adding tests (negative scores for breaking the build).
JIRA Hero: This plugin brings achievements and badges to the JIRA issue tracking
system.
EPICWin: GamifiedTo do List
17. Opportunity to Gamify!
Too many Process and
Metrics to comply!
Millenials like
Social Experience
Managers like to Benchmark
theirTeam with others
Excellence is Hard
Work
< 1% Contribution Rule
Positive, Immediate, and Certain (PIC)
Feedback for their Contributions
No time to retrospect
& LearnLack of Visibility for
Knowledge Sharing
Not Invented
Syndrome
18. Reach Out
• Socializing policy, processes, methods
• Onboarding and viral adoption of delivery systems
Recognize Coopetition
• Teams compete and yet need to collaborate (Team score card,Top
Communities)
• Communities of Practice
• Project teams
• Points, Levels, Badges and Leader boards
Refresh
• Core processes (e.g., Defect Prevention, Build management )
Reach Out / Recognize/ Refresh
Opportunity to Gamify in Delivery !
19. Game Design : Do’s and Don’t
“Good game design” should have the ability to sustain long-term
engagement and motivation that last longer.
Align task and activity incentives across a process
Be prepared to Create New challenges!.
Do not violate social norms
Do not Force engagement where it is not required or do not have value
meaning or value
Do not make the activity too easy or too hard, resulting in game fatigue
20. In summary
• Gamification is not about
– Not about graphics
– Not serious games
– Can be beyond Points , Badges and Leaderboards
• Applying game elements ,
designed in a smart way to
motivate for a real value and
meaning
21. Interesting Reads
http://www.slideshare.net/dings/meaningful-play-getting-gamification-right
http://www.slideshare.net/Rypple/work-better-play-together-on-enterprise-gamification
Nicole Lazzaro –The Psychology of Fun:Transform Awareness to Impact with the Emotions
from Play
“80% of gamification initiatives will fail by 2014 due to bad design” - Brian Burke, Gartner analyst
http://www.gartner.com/newsroom/id/2251015
Ross Smith -Work/Play: How Microsoft Leads with Gamification
http://www.slideshare.net/gzicherm/ross-smithg-summit2013
RobertTorres -Transforming Education with Gamification:The Past, Present and Future
http://www.slideshare.net/gzicherm/ross-smithg-summit2013
KevinWerbach -Teaching Gamification: Astonishing Successes and Lessons from MOOCs
http://www.slideshare.net/gzicherm/kevin-werbach-gamification-summitv22013
Editor's Notes
Fold.it A small protein can consist of 100 amino acids, while some human proteins can be huge (1000 amino acids). The number of different ways even a small protein can fold is astronomical because there are so many degrees of freedom. Figuring out which of the many, many possible structures is the best one is regarded as one of the hardest problems in biology today and current methods take a lot of money and time, even for computers.
Inspired by Fold.IT, engineers from MIT’s Koch Institute for Integrative Cancer Research made a solution to find new solutions for attacking specific tumors in a predictable manner.
NanoDoc has been designed for bioengineers to create tumor scenario puzzles that the general public can attempt to solve by creating the most effective nanoparticle configurations.
Players can adjust variable like particle size, number of particles, and the type of coating each one carries to produce different effects on the tumor.
Successful solutions will be taken and tested in computer solutions and nanobot swarms in labs to make sure solutions work as intended. If the solution passes the test, then researchers will be able to apply these solutions in biological settings.