Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
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.
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.
Finding Meaning from our Realities through the Power of PlayEric Hackathorn
This talk investigates the potential power of serious games and examines some of the future applications. It will highlight a few government sponsored development efforts and look at the positives and negatives of becoming a virtualized society. As games become a deeper reflection of the values we hold from this reality, what do you personally hope to discover through the power of your play?
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
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.
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.
Finding Meaning from our Realities through the Power of PlayEric Hackathorn
This talk investigates the potential power of serious games and examines some of the future applications. It will highlight a few government sponsored development efforts and look at the positives and negatives of becoming a virtualized society. As games become a deeper reflection of the values we hold from this reality, what do you personally hope to discover through the power of your play?
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
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.
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
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.
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.
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.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
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.
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
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.
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.
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.
This presentation explains how to play some team building activities that are important to the effective management and growth of teams and their objectives.
Icebreakers and games for training and workshops - My website moved now to Bo...Boxolog.com
My preferred icebreakers and games for mid-level workshops and training. I like very much the 10 dollar auction game!
My website moved now to Boxolog.com
19 Final Slide Ideas for Concluding Your PresentationStrongpages
How should you end your presentation? What should your "last slide" display? This deck shows 19 different ideas to give your presentation the right conclusion. Produced by http://www.strongpages.com/
Games model dynamic systems. This workbook will help you assess a business, organizational, or system challenge and then guide you step-by-step through designing a game to think through and prototype solutions.
Designed by Kendra L. Shimmell and Kate Edgar
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceKarl Kapp
In games, players immediately take action, make meaningful decisions, and volunteer to spend more and more time finding treasures or defeating villains. Meanwhile, many corporate e-learning experiences are less than engaging. What instructional designers need to do is steal ideas, techniques, and methodologies from game designers and incorporate those ideas into our instructional design. This session will provide a model that can be followed by instructional designers as well as research-based recommendations for helping instructional designers think more like game designers. The result will be interactive and engaging instruction. This will be an intermediate-level session, and some knowledge of instructional design will be helpful. Also, bring your smartphone and devices, as you will be interacting with the content and voting on answer choices while this interactive adventure unfolds.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Has Gamification Failed? by Marigo Raftopoulos Gamification Europe 2018Dr. Marigo Raftopoulos
My longitudinal study shows that the majority of early adopters and innovators of gamification in business applications are no longer invested. I explore six key areas that are critical for the long term development of gamification as a strategic management tool, and challenge the industry to think systemically and explore new horizons by learning from the emerging convergence of technology, media and the arts.
In this presentation I made at Gamification Europe I question the validity of talking about whether a project is a success or failure. My question to practitioners is whether they are making a material difference. I use systems thinking as a foundation of thinking about systemic change the unintended consequences of gamification.
What role does gender play in game and gamification design? Are your designs enabling inclusion, creativity or innovation, or are you reproducing the problems that you are trying to solve through design? This is a talk I gave at SXSW 2017.
Marigo Raftopoulos for Gamification World Congress, Barcelona 2015Dr. Marigo Raftopoulos
This is the presentation I made at the Gamification World Congress 2015 in Barcelona, Spain. It is titled: Win Conditions for Enterprise Gamification, and is based on my extensive PhD research on enterprise gamification.
This is a presentation I made at the Loyalty summit in Mumbai in India. Please note that videos have been removed.
It's focus is on how we can use gamification and digital strategy in developing stronger customer experiences and lasting customer loyalty
This is a presentation I made at DiGRA 2015 in Luneburg Germany on my published research paper. The full paper can be found here:
https://rmit.academia.edu/MarigoRaftopoulos
Our independent university research is the first of its kind. We have codified over 200 enterprise gamification case studies to develop the world’s first enterprise gamification classification system. The objective of our research is to get to the core of the estimated 80% failure rate of gamification projects, and develop more ethical and effective design methodologies. These are some of our early findings:
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.
Presentation on gamification for the Foundation for Young Australians. The purpose is to highlight ways in which gamification can improve program design, structure and delivery.
This presentation was made to the Creative Performance Exchange on 3 May 2011, a group of creative thinkers and business leaders. The focus was on how business and organizations can learn from game awesomeness.
This is my response to a request by the amazing @maverickwoman for people to join her to seek innovative solutions in working towards peace. See the video version on YouTube here: http://tiny.cc/mhLWo
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
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LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
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Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
20. Let’s Play!
4. Your foursome to join
another foursome
You are now a GUILD of 8
You are all ALCHEMISTS
21. Let’s Play!
5. This is your QUEST
One of your team members has the deadly spotty
virus.
Your guild needs to create a string of molecules to
create the vaccine that will save their life.
Your guild needs to form a chain to get the vaccine
to them in time
We have limited resources. We have limited time.
22. Every game has rules!
(a) The spinner will indicate the colored circle that is
needed to form a chain, one step at a time
(b) A team member with the right circle will leave the pool
one at a time to form a chain (the circles must be touching
each other in the chain)
(c) When the pool is empty, circles can be taken from the
back of the chain & moved forward
(d) Every team member needs to be part of the string or
else the chain is incomplete and ineffective
(e) The first team to finish gets the vaccine first!
30. Traditional Thinking
The name of the project is __________________
The problem is about ________________________
The target user is _______________________
Who will be performing the tasks of_______________
KPIs used will be _______________,
_________________ and ___________________.
31. Game Design Thinking
The name of the game is __________________
The story is about ________________________
The target player is _______________________
Who will be solving the problem
of_______________
Using game motivators of _______________,
_________________ and ___________________.
32. Thank you for playing !
Marigo Raftopoulos
marigo@strategicgameslab.com
Mobile/Cell: 0412 183735
Skype: marigo.raftopoulos
Twitter:@Marigo
Blog: http://talesfromthecasbah.blogspot.com
Web: www.strategicgameslab.com