The document discusses how virtual reality games can be used to help treat PTSD. It proposes developing a VR game called MediAir that would expose PTSD patients to simulated fear-inducing situations to help them gradually overcome their fears. A community forum and editorial calendar are presented for marketing the game. Website wireframes and prototypes are also shown to illustrate how the game and its therapeutic benefits could be presented online.
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 :)
Designing Data Driven Persuasive Games to Address Wicked Problems such as Cli...Adrian Gradinar
This research considers the increasing utilisation of games design as an approach to encouraging behavioural change through design. In particular it considers how to address issues that cannot be reduced to easily actionable personal goals such as climate change and are often termed ‘wicked problems’ by designers due to their innate complexity. This paper presents a research through design approach that focuses on rhetoric within the design of a mobile phone game - Cold Sun. Thus the aim is not to examine the utility or usability of the game but rather offer it as an example of a design approach we believe is desirable and productive for future practice. Cold Sun provides an example that illustrates how scientific and real world data can be integrated into game mechanics to enhance the rhetoric of the game by engaging the player at a more personal level. Thus Cold Sun allows players to effectively rehearse issues of climate change that will affect their plausible futures, and thus develop a greater understanding of some of these complex issues and consider ways to respond.
What are the key components to effective e-learning gamification? Richard Hyde at Mind Click shows what works and highlights Mind Click's newest Articulate Storyline creation, the game engine.
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 :)
Designing Data Driven Persuasive Games to Address Wicked Problems such as Cli...Adrian Gradinar
This research considers the increasing utilisation of games design as an approach to encouraging behavioural change through design. In particular it considers how to address issues that cannot be reduced to easily actionable personal goals such as climate change and are often termed ‘wicked problems’ by designers due to their innate complexity. This paper presents a research through design approach that focuses on rhetoric within the design of a mobile phone game - Cold Sun. Thus the aim is not to examine the utility or usability of the game but rather offer it as an example of a design approach we believe is desirable and productive for future practice. Cold Sun provides an example that illustrates how scientific and real world data can be integrated into game mechanics to enhance the rhetoric of the game by engaging the player at a more personal level. Thus Cold Sun allows players to effectively rehearse issues of climate change that will affect their plausible futures, and thus develop a greater understanding of some of these complex issues and consider ways to respond.
What are the key components to effective e-learning gamification? Richard Hyde at Mind Click shows what works and highlights Mind Click's newest Articulate Storyline creation, the game engine.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
Is your team on the same page when it comes to design strategy? Is there a greater alignment with what your design team wants to achieve with the business it represents? In this presentation “Helping teams paddle in the same direction through Design Strategy”, I talked about some key questions you should ask your team to help you challenge the notion of being aligned on a proper design direction.
Krista Neher, social media keynote speaker (www.KristaNeher.com) gave this presentation to the Canadian Produce Manufacturers Association about how the produce industry can use social media.
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.
4 Barriers to creating predictive talent analytics and how to overcome themMartin Sutherland
This presentation highlights the 4 big barriers to creating a talent analytics platform. HR systems have, and still are, mostly designed from the inside (HR) out (employees). This means they do not have a consumer mindset that engages people and provides a steady stream of relevant people data to analyze.
If employees get no value from providing an organization with data, they stop doing it. No data=No analytics. By giving every employee a self-directed career management tool that helps them to identify their strengths, identify the strengths they need to be successful and provides them with personalized advice on how to develop new strengths, the organization maintains a steady stream of relevant talent data.
This presentation was delivered at the Chief Human Resource Officers conference in Cape Town 2015. In the 20 minutes it took to do the presentation, we were able to provide a delegate from a large food manufacturer with a live site.
How Meeting and Event Planners Can Use Social MediaKrista Neher
Krista Neher (www.kristaneher.com, bestselling author and international speaker on social media marketing gave this presentation to Meeting Planners International on how meeting and event planners can use social media.
In this presentation Krista shares how meeting and event planners can take advantage of social media (the original presentation included handouts with more information).
Specifically, the presentation covers:
- How to build a social media strategy
- Key steps in social media planning
- Why social media is important
- How to use LinkedIn to promote an event
- How to use Twitter to promote an event
- How to use Facebook to promote an event
- How to use blogs to promote an event.
- Using information tools like webinars and special reports to promote your event
This presentation was done for MPI (Meeting Planners International).
To learn more about social media training offered by Krista, check out www.bootcampdigital.com or to book Krista to create a customized presentation for your event, visit www.kristaneher.com
Digital Donor Engagement: Make it engaging. Make it easy. Make it theirs.Kaitlin Carpenter
Tips for nonprofits to grow digital donor engagement by making their digital campaigns engaging, making actions easy, and making the cause belong to the donors.
Originally delivered at the America's Charities 2014 Membership Assembly as part of the "The New Age of Digital Donor Engagement" panel on May 15, 2014.
Presentation by Simon Davies, Molly Flatt and James Allan at Wildscreen 2010.
Explaining the basic principles of making film content successful online.
Patrick Byers of Outsource Marketing shares how your company can use social media as a tool to build relationships, communication and trust among employees, workgroups and teams.
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.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
Is your team on the same page when it comes to design strategy? Is there a greater alignment with what your design team wants to achieve with the business it represents? In this presentation “Helping teams paddle in the same direction through Design Strategy”, I talked about some key questions you should ask your team to help you challenge the notion of being aligned on a proper design direction.
Krista Neher, social media keynote speaker (www.KristaNeher.com) gave this presentation to the Canadian Produce Manufacturers Association about how the produce industry can use social media.
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.
4 Barriers to creating predictive talent analytics and how to overcome themMartin Sutherland
This presentation highlights the 4 big barriers to creating a talent analytics platform. HR systems have, and still are, mostly designed from the inside (HR) out (employees). This means they do not have a consumer mindset that engages people and provides a steady stream of relevant people data to analyze.
If employees get no value from providing an organization with data, they stop doing it. No data=No analytics. By giving every employee a self-directed career management tool that helps them to identify their strengths, identify the strengths they need to be successful and provides them with personalized advice on how to develop new strengths, the organization maintains a steady stream of relevant talent data.
This presentation was delivered at the Chief Human Resource Officers conference in Cape Town 2015. In the 20 minutes it took to do the presentation, we were able to provide a delegate from a large food manufacturer with a live site.
How Meeting and Event Planners Can Use Social MediaKrista Neher
Krista Neher (www.kristaneher.com, bestselling author and international speaker on social media marketing gave this presentation to Meeting Planners International on how meeting and event planners can use social media.
In this presentation Krista shares how meeting and event planners can take advantage of social media (the original presentation included handouts with more information).
Specifically, the presentation covers:
- How to build a social media strategy
- Key steps in social media planning
- Why social media is important
- How to use LinkedIn to promote an event
- How to use Twitter to promote an event
- How to use Facebook to promote an event
- How to use blogs to promote an event.
- Using information tools like webinars and special reports to promote your event
This presentation was done for MPI (Meeting Planners International).
To learn more about social media training offered by Krista, check out www.bootcampdigital.com or to book Krista to create a customized presentation for your event, visit www.kristaneher.com
Digital Donor Engagement: Make it engaging. Make it easy. Make it theirs.Kaitlin Carpenter
Tips for nonprofits to grow digital donor engagement by making their digital campaigns engaging, making actions easy, and making the cause belong to the donors.
Originally delivered at the America's Charities 2014 Membership Assembly as part of the "The New Age of Digital Donor Engagement" panel on May 15, 2014.
Presentation by Simon Davies, Molly Flatt and James Allan at Wildscreen 2010.
Explaining the basic principles of making film content successful online.
Patrick Byers of Outsource Marketing shares how your company can use social media as a tool to build relationships, communication and trust among employees, workgroups and teams.
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.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Principles to Gamify the Online Philanthropic CrowdfundingNicola Terrenghi
A Gamification Framework Applied to Kiva.org.
This thesis treats the exploitation of gamification to engage and coordinate users on philanthropic
crowdfunding platforms.
Crowdfunding platforms strive to gain new users and to maximise their impact through the
design of engagement mechanisms. Social networks integration and mobile user experience
are only few of the several techniques to engage users and foster their activity. “All-or-nothing”
constraint, which enables the capital delivery only in case of campaign-goal achievement, aims
at increasing crowd efficiency, encouraging coordination among platform users.
Although the last six years were marked by the boom of crowdfunding industry, many users
are still “peripheral”: they rarely or never take action. Kiva.org, the philanthropic platform I
focused my thesis on, counts about one third of users that have never made a loan and 16% of
lenders that have made one loan only.
I approached the problem of users engagement and coordination suggesting the application
of gamification to philanthropic crowdfunding platforms. In particular, I designing the Gamification
Wheel, a gamification framework addressed to crowdfunding organizations. Through
the framework, I aimed at facilitate organizations in designing an effective gamification system,
via both a user-centric method and a business oriented approach.
Through my research I found out that gamification can be exploited to foster several user
actions, not only donation or lending but also contents sharing and team building. Moreover, I
experienced gamification design as a process instead of a set of game elements. In this regard,
after interviewed three field experts to validate the framework, I designed Impact to show that
game elements are just a mean to the design of an effective gamification system.
For those not familiar with South by Southwest (SXSW) is a 10 day conference with 3 focus areas around film, interactive and music festivals that take place every spring (usually in March) in Austin, Texas. Attached is a 2011 SXSW 2011 Review from an agency owner perspective on what take aways are worth learning about and what Apps are worth checking out.
“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Expert Accessory Dwelling Unit (ADU) Drafting Services
Presentationforwebdesign 170214213118
1. Social Media &Web Design
Reality is Broken:Why Games Make Us
Better and How They Can Change the World
CraigSocialMedia&WebDesign
2. Research from theWeb
“These gamers aren’t rejecting reality
entirely.They have jobs, goals, school-
work,families, commitments, and reallives
that they care about. But as they devote
more and more of their free time to game
worlds,the real world increasingly feels
like it’s missing something.”
SocialMedia&WebDesign Craig
http://www.iftf.org/our-work/people-technology/games/reality-is-broken-book-launch/
5. SocialMedia&WebDesign Craig
Excerpt Answer on Quora
“Increase eye-hand coordination
Increase the ability to focus
Increases alertness
Increases the ability to spot things
are out of place and small details
And lower stress”
7. SocialMedia&WebDesign Craig
Excerpt Answer on Quora
“Yes and no.
Physically,games will improve
reaction time, reflexes,hand-eye
coordination, dexterity, social
ability if playing multiplayer (albeit
your vocabulary may reduce to 4
letter words),etc..”
8. SocialMedia&WebDesign Craig
Excerpt Answer on Quora
“Emotionally,you will be entranced if
the game is engrossing and will be
oblivious to the real world around you.
If you play a lot, you may become
addicted in which case your
relationship can be affected.”
9. SocialMedia&WebDesign Craig
Excerpt Answer on Quora
“Some games offer moral dilemmas
in which you have to choose
between two difficult options.This
would allow you to make better
decisions in real-life scenarios.”
12. SocialMedia&WebDesign Craig
User Experience Map
Audience
- 35-44 old middle men
- High net worth individuals
- Purchase games as gifts
- Handles payment if shopping with a
significant other
14. SocialMedia&WebDesign Craig
User Experience Map
Encountering the Product On-Line
Consideration: Social Media / Research / Events
/ Sign Up / Public Test
Use: Play / Phone Meeting / Forum / Campaign
Post-Use: Product Update / Donate
/ Review / Share
15. SocialMedia&WebDesign Craig
User Experience Map
Encountering the Product Off-Line
Consideration: Advertisement / Therapist / Store
/ Word of Mouth / Purchase
Use: Events
Post-Use: Related Products / Visit
20. SocialMedia&WebDesign Craig
More Detailed Product Description
MediAir :
Using virtual reality, MediAir developed a new cure
for PTSD patients. Repeatedly experiencing the fear
would help the patients to gradually dig out their fear.
MediAir stands together with people who suffer PTSD
and aim for recovering.
30. SocialMedia&WebDesign Craig
Ning Community – Excerpts
“The VR therapy program could offer everyday type
simulations to help the person become used to
everyday life again. ”
- Sabrina O’Neil
31. SocialMedia&WebDesign Craig
Ning Community – Excerpts
“Using VR as a medical tool is great. Maybe VR
simulations to expand areas in the mind utilizing
creativity and building new learning pathways can be
a feature as part of your depression prevention.
- Terri Sun
32. SocialMedia&WebDesign Craig
Ning Community – Excerpts
“Since VR is close to reality but is obviously not the
real thing, patients can be eased back into typical
situations that could be jarring for them.”
- Briana Cunningham