Serious Games Interactive is a company founded in 2006 that develops serious games combining learning, communication, and storytelling. They have worked with clients such as Amnesty, Unicef, and the Danish National Museum. The document discusses gamification, which is integrating game mechanics into other contexts to encourage behaviors. Examples where gamification has been used successfully include websites like Eksperten.dk and Nike's running app. The key aspects of gamification outlined are active challenges, rewards systems, and achieving status/achievements.
Gamification on Branding
Gamification Opportunity
Drive » Real Customer Loyalty
Differentiate » Your Brand
@ElisavaBCN
Master Branding ELISAVA Barcelona
29-05-2012
eent
EDUCATION ABOUT ENTREPRENEURSHIP AND NEW TECHNOLOGIES
@JaumeTeixi
12/07/2011
Social Games
(a little introduction)
Player Types
All Games Are Social?
Definition
Innovations
Microtransactions with Virtual Goods
Zynga and the Big Operators
Design Copycats
Near Future
Innovations
F2P - Free to Play
Virtual Goods - Microtransactions
Casual Gamers
Social Graph’s Spam/Gameplay
MVP – Minimum Viable Product
Pivoting, A/B Tests, Metrics 4 All
BVG – Branded Virtual Goods
Let's add some real interactivity to our marketing, like that found in games and sophisticated simulations.
Let's design ads and apps and websites that engage for longer, more intensely and at scale.
At the Marketing Association's Digital Day Out 2017 Stephen Knightly from InGame shares a range of advergaming, gamification and game-based learning case studies to show what is possible.
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 on Branding
Gamification Opportunity
Drive » Real Customer Loyalty
Differentiate » Your Brand
@ElisavaBCN
Master Branding ELISAVA Barcelona
29-05-2012
eent
EDUCATION ABOUT ENTREPRENEURSHIP AND NEW TECHNOLOGIES
@JaumeTeixi
12/07/2011
Social Games
(a little introduction)
Player Types
All Games Are Social?
Definition
Innovations
Microtransactions with Virtual Goods
Zynga and the Big Operators
Design Copycats
Near Future
Innovations
F2P - Free to Play
Virtual Goods - Microtransactions
Casual Gamers
Social Graph’s Spam/Gameplay
MVP – Minimum Viable Product
Pivoting, A/B Tests, Metrics 4 All
BVG – Branded Virtual Goods
Let's add some real interactivity to our marketing, like that found in games and sophisticated simulations.
Let's design ads and apps and websites that engage for longer, more intensely and at scale.
At the Marketing Association's Digital Day Out 2017 Stephen Knightly from InGame shares a range of advergaming, gamification and game-based learning case studies to show what is possible.
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 :)
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
Is Gamification legit or a leap of faith? Presentation investigates whether (or not) there is real business value by looking at case studies, market data, enterprise use cases and best practices. Includes user adoption impact and potential to improve brand loyalty and brand visibility.
The theory behind using games to engage students. Does having fun makes you learn faster and better? Can we get trained to become better when we expect a reward? Is gamification a way to build a transactional relationship with your students or is it just fun?
This talk is about how to introduce effective gamification on a project, about different gamification modes and real-life examples of successful gamification implementation for Test Team activities.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Gambling for matchsticks (deck from Game Connection Paris 2012)Raf Keustermans
$500M is what slot machine manufacturer IGT paid for social game studio DoubleDown Interactive last year. More than EA paid for Playfish. For a company with 1 game that is not even in the top 25 of largest Facebook games. Before that, Caesar's had bought Playtika (Slotomania), also for a 9-digit buy-out fee. Why are social casino games are so hot right now? And why are gambling companies buying free-to-play game studios? What can the game industry learn from the world of gambling, and vice versa? In this session, Raf Keustermans, co-founder and CEO of social casino startup Plumbee will share insights and data from both worlds : current markets, similarities and differences, growth & margin softness in online gambling, analytics, 'whales', trends, risks and opportunities.
Energy Transparency & Reporting for Commercial BuildingsBetterBricks
Internal energy reporting is analogous to open-book accounting. Regardless of where you are in developing a high performance portfolio, transparency will accelerate success. Sharing information across your organization helps reinforce accountability for energy performance, and alerts building staff if their properties are falling short of goals.
Energy Tracking & Accounting for Commercial BuildingsBetterBricks
Knowing how a building uses energy over time – whether over a day or over a period of years – is
critical to managing operating expenses and improving energy performance. A variety of tools and resources are available to track and monitor building energy consumption, costs, and other metrics.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
Is Gamification legit or a leap of faith? Presentation investigates whether (or not) there is real business value by looking at case studies, market data, enterprise use cases and best practices. Includes user adoption impact and potential to improve brand loyalty and brand visibility.
The theory behind using games to engage students. Does having fun makes you learn faster and better? Can we get trained to become better when we expect a reward? Is gamification a way to build a transactional relationship with your students or is it just fun?
This talk is about how to introduce effective gamification on a project, about different gamification modes and real-life examples of successful gamification implementation for Test Team activities.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Gambling for matchsticks (deck from Game Connection Paris 2012)Raf Keustermans
$500M is what slot machine manufacturer IGT paid for social game studio DoubleDown Interactive last year. More than EA paid for Playfish. For a company with 1 game that is not even in the top 25 of largest Facebook games. Before that, Caesar's had bought Playtika (Slotomania), also for a 9-digit buy-out fee. Why are social casino games are so hot right now? And why are gambling companies buying free-to-play game studios? What can the game industry learn from the world of gambling, and vice versa? In this session, Raf Keustermans, co-founder and CEO of social casino startup Plumbee will share insights and data from both worlds : current markets, similarities and differences, growth & margin softness in online gambling, analytics, 'whales', trends, risks and opportunities.
Energy Transparency & Reporting for Commercial BuildingsBetterBricks
Internal energy reporting is analogous to open-book accounting. Regardless of where you are in developing a high performance portfolio, transparency will accelerate success. Sharing information across your organization helps reinforce accountability for energy performance, and alerts building staff if their properties are falling short of goals.
Energy Tracking & Accounting for Commercial BuildingsBetterBricks
Knowing how a building uses energy over time – whether over a day or over a period of years – is
critical to managing operating expenses and improving energy performance. A variety of tools and resources are available to track and monitor building energy consumption, costs, and other metrics.
Games For Change Around the World: Global Inspiration and Interpretations. Introduction. Session leader. Games-for-Change Festival. New York, USA, 22th June 2011.
Leasing & Energy Allocations in Commercial BuildingsBetterBricks
While leases vary widely in their treatment of energy costs, most are a variation on one of the following themes: gross, net, or fixed-base. Each takes a different approach in allocating utility costs – and potential savings – among owners and tenants. With a thorough understanding of these allocations and a concerted effort to align lease terms with high performance objectives, you can pursue energy targets profitably in virtually any leasing environment.
10 lessons learnt in the first ten years of the serious games movement. Sports, Games and Learning – a Serious Games Conference. Internationale filmschule koeln, Cologne, Germany. 17th March 2011.
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Anders Lang Head Of Marketing Gucci The Modern GamificationCIO Edge
Nordics Digital Enterprise Festival Copenhagen 7th February 2019
Go to www.digitalenterprisefest.com/nordics to grab 241 tickets for our Stockholm event!
Anders Holmberg Lange gets to tell Gucci’s story across all touchpoints from SoMe to Retail, E-Commerce, Influencer to Models. The way he tells Gucci’s story is through Gamification, a reward system where the consumer earns something. Higher engagement gives higher rewards. Anders will talk in more depth about how he’s integrated Gamification into Gucci’s flagship stores and the key components, pit falls, roadmaps, as well as how to build a social reward systems and the social vs benefits.
– Social vs benefits
– Build a social reward system
– Key components
– Fall pits
– Roadmap
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
Presentation given by Kevin Corti (when CEO, now Founder of SoshiGames) about serious games used in business education and training.
Please note the videos do no work in slide share. If you would any information on specific games please contact info@pixelearning.com
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
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.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
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Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
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We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
5. What is gamification… ” Integrate game dynamics into your site, service, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
11. Agenda Why games matters? What is this gamification really? Who have done this? How to do this?
12. What is gamification… Gamification signals a greater shift… Fight for attention Need for engaged users Need for user permissions Getting more creative in user interaction
13. The pre-history of gamification Cash incentives 1900s 2000s 1980s 1930s Coupon codes Loyalty systems Virtual rewards
14. The power of computers… Read… Listen… View Representation – we can really own ‘show’ things Simulation – We can represent, track, interact and manipulate
17. How gamification work Active Challenge Win condition Rewards “ A game is a pastime with formal and predefined set of rules for the progression of a game session, with built-in and quantitative definitions of success and failure.” - Jesper Juul Achievement Social status
18. What is gamification… Product New approach Traditional approach Media Because games are about verbs and not substantives it becomes possible to not only manipulate other perception but also our actions much more directly through rewards system.
19. Agenda Why games matters? How to approach this? Who have done this? How to do this?
21. Case: Ribbon Hero 4 months after release +100.000 Downloads +120.000 Challengs played Microsoft Office see as innovative, interesting and cool. Source: Microsoft Office Lab through Gabe Zichermann