The document discusses how gamification can be used to increase employee engagement by applying game mechanics and principles to non-game contexts. It provides examples of how companies like Marriott have used gamification for recruitment by launching Facebook games to attract candidates. The document also outlines how gamification can be beneficial in education by enhancing student engagement, collaboration, and learning outcomes.
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.
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.
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.
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.
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 :)
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
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.
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
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
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 :)
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
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.
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
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
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.
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
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.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
LISA ASIA Forum - Localization Industry Standards Association
Presentation: Localizing Games & Interactive Media - How they differ from other software products
Suzhou, China. 29/07/2010
LISA ASIA Forum - Localizing Interactive Media & Game
Loyola 2013 #2
1. The Key To Employee Engagement:
“Gamification”
Joe Biglin (Class of ’84)
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.
13. Game Development Process
Simulation
Project Project
Start Completion
MVP:
*Minimal
• Viable
•Playable
Abstract
14. 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
15. Chunks vs. Scaffolding
Non – Linear
“Just in time” vs. “Just in case”
Who owns the Phone?
Desktop, network, security, policy
16. Chunks
Non Linear
“Just in time” vs “Just in case”
Who owns the Phone?
Desktop, network, security, policy
17. 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.
18. 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
25. 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.
26. 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 $$$ Cost $$$$$