The document discusses how gamification, which uses game mechanics to engage users, can be used for employee engagement through initiatives like Marriott's Facebook game for recruiting. It also explores how gamification has potential benefits in education by building connections between students, supporting collaboration, and increasing interest in course content. The document provides an overview of gamification applications, costs, development processes, and considerations for organizations in implementing gamification.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
FLUPA "Serious Games" - Olivier Zéphir - Les serious games, une interface per...Flupa
Cette intervention sera consacrée à une exploration des différents modes d’usages des serious games comme un véhicule d’expérience des activités du réel. L’application croissante des interfaces pervasives au design de jeux immersifs sera abordée. L’assistance sera également invitée à partager les futurs usages des serious games.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
Alex Repenning (AgentSheets), Tamara Hudgins (Girlstart), Virginia McArthur (Zynga), Ward Tisdale (AMD) and David Gerding (Columbia College) at SXSW Interactive 2012 talk/panel of the "Gaming Tools Kids Want to Use" in Austin. Join the conversation about authorship, identity, creativity, and the tools kids use for developing serious and social games. #SXSW #SXGameTools
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
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 :)
This is a presentation I made at Mobile Monday Melbourne on 15 October 2012. The key takeaway is that gamification is an important tool in mobile applications, but it needs to be used creatively and strategically.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
FLUPA "Serious Games" - Olivier Zéphir - Les serious games, une interface per...Flupa
Cette intervention sera consacrée à une exploration des différents modes d’usages des serious games comme un véhicule d’expérience des activités du réel. L’application croissante des interfaces pervasives au design de jeux immersifs sera abordée. L’assistance sera également invitée à partager les futurs usages des serious games.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
Alex Repenning (AgentSheets), Tamara Hudgins (Girlstart), Virginia McArthur (Zynga), Ward Tisdale (AMD) and David Gerding (Columbia College) at SXSW Interactive 2012 talk/panel of the "Gaming Tools Kids Want to Use" in Austin. Join the conversation about authorship, identity, creativity, and the tools kids use for developing serious and social games. #SXSW #SXGameTools
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
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 :)
This is a presentation I made at Mobile Monday Melbourne on 15 October 2012. The key takeaway is that gamification is an important tool in mobile applications, but it needs to be used creatively and strategically.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
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
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
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.
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
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.
To bring out such extraordinary business entities making massive changes in the peoples’ lives, we have come up with this interesting issue titled, “10 Leading Gaming Solution Provider Companies in 2018”.
1. The Key To Employee Engagement:
“Gamification”
Joe Biglin LearningPort Strategies, LLC
2. Wikipedia- Gamification is the use of game-
thinking and game mechanics in non-game
contexts in order to engage users and solve
problems. Gamification is used in
applications and processes to improve user
engagement, ROI, data quality, timeliness,
and learning.
3. Human Resources
Learning and development
Industries and government
Charities
Groups, Educational and Higher Ed
4.
5. Marriot recently launched a Facebook game aimed at
recruiting to fill their 50k open positions around the
globe.
MyMarriotHotel aims to entice candidates to
consider the hospitality industry for their career
choice. David Rodriguez, Marriott’s VP of global
human resources told Springwise, “This game
allows us to showcase the world of opportunities
and the growth potential attainable in hospitality
careers, especially in cultures where the service
industry might be less established or prestigious.”
Source -
http://www.springwise.com/tourism_
travel/marriottgame/
6. Gamification in education…
is wide-ranging in higher education, from extra-credit awards and
in-class team competitions to complex multi-level schemes that
can pervade a course.
has the potential to help build connections, drawing in shy
students, supporting collaboration, and engendering interest in
course content that students might not have otherwise explored.
offers creative opportunities to enliven instruction with contests,
leader boards, or badges that give students opportunities for
recognition and a positive attitude toward their work.
can spur students’ concentration and interest and lead to more
effective learning.
Source: EDUCAUSE - 7 Things You Should Know About Gamification
http://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416
7. What is the Business purpose for gamification?
Who is the target audience?
How long does it take to develop?
How much does it cost?
Who can develop an application?
How do I measure the results (ROI)
Is my organization ready for gamification.
12. Game Development Process
Simulation
Project Project
Start Completion
MVP:
*Minimal
• Viable
•Playable
Abstract
13. Fidelity versus Complexity
Simple and Game is compelling, and
fun; not offers real-world
realistic problems and solutions.
Game is fun to play; does not
Players keep playing;
accurately model real world
learn, and retain
situations. Players have fun
knowledge
and don’t learn what they
need to know
Perfect model of real world;
game is slow, difficult to play,
and players quickly lose
interest
Extremely realistic,
complex simulation
14. Chunks vs. Scaffolding
Non – Linear
“Just in time” vs. “Just in case”
Who owns the Phone?
Desktop, network, security, policy
15. Serious Games Gamification Game Based
Learning
Serious Games are defined Gamification typically Game Based Learning or
as digital games and involves applying game GBL is a branch of serious
equipment with an agenda design thinking to non- games that deals with
of educational design and game applications to make applications that have
beyond entertainment them more fun and defined learning
engaging. It has been outcomes. GBL balances
called one of the most subject matter learning
important trends in and game play with the
technology by several objectives of retaining and
industry experts and can applying said subject
potentially be applied to matter in the real world
any industry and almost
anything to create fun and
engaging experiences.
16. Expert Judges
Form Group
Give Task
Three words for your group to pronounce
Your group solves task
Report back for judging
Awarding “prize”
Evaluation of task completing
23. Average PC Game/Simulation: $100,000-$20 million+. Social
(Facebook) and casual games average $30,000-$300,000.
Console Game: $3-$5 million per platform, $10 million if just
for one platform (cost averages out on multiple platforms)
Virtual World: Varies greatly, because existing engines can
reduce cost; to create a virtual world from scratch would cost a
minimum of $500,000.
Handheld/Mobile Game: From less than $10,000 to as much as
$150,000 depending upon the complexity of the application.
Flash Game: Depending upon complexity, from as little as
$1,000 to $50,000 or more.
24. Price versus Scale
Development World of
Time XXX Warcraft: 3+
Mos. years; $100
million
Development
Time XX Mos.
Incident Commander:
2 years, $300,000 (est.)
Coldstone
Creamery
Development
Training
Time X Mos.
Game: 6 mos.,
$100,000 (est).
Cost $ Cost $$$ Cost $$$$$