[GAMENEXT] 라이프스타일에서의 게이미피케이션 적용 사례(말랑스튜디오)GAMENEXT Works
The document outlines a proposed badge system for an alarm clock app called Alarm Mon that aims to motivate user behavior in areas like timeliness, loyalty, social sharing, skills, usage, and randomness through badges that can be upgraded as certain goals are achieved, such as waking up on time multiple days in a row or using the app for a long period of time.
Gamification is the most important opportunity and challenge that publishers currently face in the move from print to convergent media. Games and gaming represent the freshest most interactive form of media today. Using game elements to increase engagement, grow a loyal and targeted audience, and support OAO (Online Audience Optimization) efforts will keep publishers relevant in the fast-moving transition from print to digital.
Gamification: Fact or Fiction. Presentation delivered at the Content Strategy Forum 2011 in London to introduce Gamification and its relationship to Content Strategy/ists.
This is the full deck, I presented a subset at the conference. Agenda includes Description, Real World Use Cases, Market Overview, Strategy and Risks/Considerations.
Enjoy.
Michelle's plenary - Teaching Oral English for Employability Using Communica...valarpink
The document provides examples of communicative language techniques for teaching oral English skills for employability purposes. It discusses activities like model-based dialogues where teachers provide language models for students to practice conversations in specific contexts. It also describes role plays where students take on roles and use language functions to complete tasks like accepting or declining invitations. Additionally, it mentions interviews where students practice speaking to different partners, and small group problem solving where students collaborate in groups to make decisions or plan activities. Overall, the document outlines role plays, interviews, and group activities as hands-on techniques for developing students' speaking abilities for employment.
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Netex Webinar | Next Generation Learning Platforms [EN]Netex Learning
Webinar offered by Netex's UK Director Mike Byrne as he discussed how a shift in emphasis from traditional course delivery to a more diverse learning content proposition has led to the rise of “Next Generation Learning Platforms”.
This document discusses gamifying the language classroom. It defines gamification as applying game elements like points and competition to other activities. The document provides examples of gamification in language teaching, such as using missions, badges, and experience points instead of grades. It also discusses using leaderboards and achievements for classroom management. Both benefits and criticisms of gamification are presented. Motivation research suggests extrinsic rewards can work if internalized, and games intrinsically motivate through autonomy, competence and relatedness. Overall gamification can make dull tasks more fun, but rewards should be for goals not just participation.
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 :)
Slides to support a master class on making student thinking visible through practical hands-on activities and structured around the Dylan Wiliam's work on formative assessment and active learning.
All the resources for this master class are available online here:
http://dkworkshops.wikispaces.com/Making+Student+Thinking+Visible+at+ManACE+SAGE+2014
1) The document discusses three keys to interactive learning: game thinking, game elements, and gamification. It describes game thinking as using game techniques to engage people and motivate learning.
2) It outlines two types of gamification: structural which uses elements like points and badges, and content gamification which alters content to be more game-like.
3) The document advocates for incorporating elements like challenge, curiosity, and control to create flow and motivate learners intrinsically and extrinsically. It suggests using concepts like risk and failure productively in learning.
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
“게이미피케이션 브레인스토밍”
(Gamification Brainstorming)
게임은 늘 짜릿합니다. 싫어하는 사람이 없어요.
아이디어가 재미없다면, 게이미피케이션 브레인스토밍으로 아이디어에 활력을 넣어보세요!
“단순한 ‘게임화’가 아니다. 게이미피케이션은 이익과 지출을 조절하고, 사람들을 더욱 효율적으로 만들어주는 방법이다.”
– Bob Marsh, CEO, LevelEleven
창의적인 1%의 비밀노트, Beecanvas 페이스북페이지에서 만나보세요!
- http://facebook.com/beecanvas
슬라이드쉐어에서도 만나보실 수 있습니다.
- https://www.slideshare.net/BeeCanvas
사진 : https://flic.kr/p/duc7pK (The Game for big kids (Istanbul))
원작자 플리커 : https://www.flickr.com/photos/sergesegal/
참고 : http://badgeville.com/wiki/ (Gamification Wiki)
The document is a short article by Elena Vazquez about the time just before 5pm. It discusses how the day is coming to an end and people are finishing up their work for the day and getting ready to go home after a long day.
[GAMENEXT] 라이프스타일에서의 게이미피케이션 적용 사례(말랑스튜디오)GAMENEXT Works
The document outlines a proposed badge system for an alarm clock app called Alarm Mon that aims to motivate user behavior in areas like timeliness, loyalty, social sharing, skills, usage, and randomness through badges that can be upgraded as certain goals are achieved, such as waking up on time multiple days in a row or using the app for a long period of time.
Gamification is the most important opportunity and challenge that publishers currently face in the move from print to convergent media. Games and gaming represent the freshest most interactive form of media today. Using game elements to increase engagement, grow a loyal and targeted audience, and support OAO (Online Audience Optimization) efforts will keep publishers relevant in the fast-moving transition from print to digital.
Gamification: Fact or Fiction. Presentation delivered at the Content Strategy Forum 2011 in London to introduce Gamification and its relationship to Content Strategy/ists.
This is the full deck, I presented a subset at the conference. Agenda includes Description, Real World Use Cases, Market Overview, Strategy and Risks/Considerations.
Enjoy.
Michelle's plenary - Teaching Oral English for Employability Using Communica...valarpink
The document provides examples of communicative language techniques for teaching oral English skills for employability purposes. It discusses activities like model-based dialogues where teachers provide language models for students to practice conversations in specific contexts. It also describes role plays where students take on roles and use language functions to complete tasks like accepting or declining invitations. Additionally, it mentions interviews where students practice speaking to different partners, and small group problem solving where students collaborate in groups to make decisions or plan activities. Overall, the document outlines role plays, interviews, and group activities as hands-on techniques for developing students' speaking abilities for employment.
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Netex Webinar | Next Generation Learning Platforms [EN]Netex Learning
Webinar offered by Netex's UK Director Mike Byrne as he discussed how a shift in emphasis from traditional course delivery to a more diverse learning content proposition has led to the rise of “Next Generation Learning Platforms”.
This document discusses gamifying the language classroom. It defines gamification as applying game elements like points and competition to other activities. The document provides examples of gamification in language teaching, such as using missions, badges, and experience points instead of grades. It also discusses using leaderboards and achievements for classroom management. Both benefits and criticisms of gamification are presented. Motivation research suggests extrinsic rewards can work if internalized, and games intrinsically motivate through autonomy, competence and relatedness. Overall gamification can make dull tasks more fun, but rewards should be for goals not just participation.
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 :)
Slides to support a master class on making student thinking visible through practical hands-on activities and structured around the Dylan Wiliam's work on formative assessment and active learning.
All the resources for this master class are available online here:
http://dkworkshops.wikispaces.com/Making+Student+Thinking+Visible+at+ManACE+SAGE+2014
1) The document discusses three keys to interactive learning: game thinking, game elements, and gamification. It describes game thinking as using game techniques to engage people and motivate learning.
2) It outlines two types of gamification: structural which uses elements like points and badges, and content gamification which alters content to be more game-like.
3) The document advocates for incorporating elements like challenge, curiosity, and control to create flow and motivate learners intrinsically and extrinsically. It suggests using concepts like risk and failure productively in learning.
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
“게이미피케이션 브레인스토밍”
(Gamification Brainstorming)
게임은 늘 짜릿합니다. 싫어하는 사람이 없어요.
아이디어가 재미없다면, 게이미피케이션 브레인스토밍으로 아이디어에 활력을 넣어보세요!
“단순한 ‘게임화’가 아니다. 게이미피케이션은 이익과 지출을 조절하고, 사람들을 더욱 효율적으로 만들어주는 방법이다.”
– Bob Marsh, CEO, LevelEleven
창의적인 1%의 비밀노트, Beecanvas 페이스북페이지에서 만나보세요!
- http://facebook.com/beecanvas
슬라이드쉐어에서도 만나보실 수 있습니다.
- https://www.slideshare.net/BeeCanvas
사진 : https://flic.kr/p/duc7pK (The Game for big kids (Istanbul))
원작자 플리커 : https://www.flickr.com/photos/sergesegal/
참고 : http://badgeville.com/wiki/ (Gamification Wiki)
The document is a short article by Elena Vazquez about the time just before 5pm. It discusses how the day is coming to an end and people are finishing up their work for the day and getting ready to go home after a long day.
고 정재윤대표가 작성한 “나이키의 상대는 닌텐도다”의 두번째 버전에 관한 내용을 기반으로
8가지의 향후 5~10년 간 변하지 않을 테마 위주로 트렌드를 분석함. 주요 내용은 미디어 융합 등의 기술적, 사회적 변화에 따른 다양한 고객의 라이프 스타일 기반으로 트렌드를 분석함
그로스 해킹 & 데이터 프로덕트 (Growth Hacking & Data Product) - 고넥터 고영혁 (Gonnector Dylan Ko)Dylan Ko
* 해당 강연 관련 상세 인터뷰 - https://fyi.so/2Rl04JS
[목차]
1. 그로스 해킹 제대로 바라보기
2. 선택이 아닌 필수 “개인화 (Personalization)” 의 본질
3. 개인화를 구현하는 CDP (Customer Data Platform)의 글로벌 혁신 성공 사례
4. 이 모든 화두의 접점 “데이터 프로덕트 (Data Product)” 의 핵심
5. 데이터 프로덕트를 잘 만들기 위한 서비스/데이터 디자인 방법론과 기타
* 2018년 10월 29일 드림플러스 강남점에서 ㅍㅍㅅㅅ 아카데미(PPSS Academy)가 주최한 2시간 특강 '그로스 해킹과 데이터 프로덕트' 의 강연 슬라이드
[Agenda]
1. How to understand Growth Hacking properly
2. Not option but mandatory, Personalization's essence
3. Global innovation use cases of personalization using CDP(Customer Data Platform)
4. The core of Data Product, which is the base of all the above things
5. The methodology of service and data architecture design and other detail things to make a well-made data product
#그로스해킹 #데이터액션 #고넥터 #데이터사이언스 #서비스디자인 #GrowthHacking #DataAction #DataScience #Gonnector #ServiceDesign
린스타트업 컨퍼런스 2013 요약 자료입니다.
린스타트업 컨퍼런스는 2011년부터 각 나라별 창업자 커뮤니티에서 신청자에 한하여 Live Stream 티켓을 배포함. 2013년 전세계 120여개 도시에서 진행됨. 2012년 한국에서 최초로 신청하여 Live Stream 및 Recorded Stream 이벤트가 진행됨.
이에 참석자들이 린스타트업 컨퍼런스에 대한 간단한 소개 및 참석 소감, 참가자간 진행된 나눔의 기록을 공유하기로 함.
[Contributor]
@gedwarp(조현길, Basecamp=삼성전자 Startup 연구회),
@jaigouk(김재국, co-founder at Scoutzie),
@YunseokJANG(장윤석, Software Developer at Kakao Lab),
@nurinamu(이원제, CTO at Veckon),
@jerry0906(고병욱), @stein320(김한주),
@geubin0414(손규빈), @yunjungkim(김윤중),
@pakyoungrok(박영록)
[Special Thanks]
엔젤투자협회 고영하 회장,
스타트업 얼라이언스 임정욱 센터장,
Open Entrepreneur Center 장영화 대표,
은행권청년창업재단 양석원,
창업진흥원 박상원, 퓨처디자이너스 최형욱,
Club Venit 정지웅 대표,
도서출판 인사이트 한기성 대표
FLIRT
1. Focus: 핵심초점
2. Language & Contents: 언어와 컨텐츠
3. Incentive, Motivation and Outreach: 인센티브, 동기 그리고 확장
4. Rules, Guideline and Ritual: 규칙, 관습, 그리고 의례
5. Tools and Platform: 도구와 플랫폼
Case Study
Closing
[ 습관을 독점하는 서비스 모델링, Hook ]
구글, 페이스북, 인스타그램의 공통점은 사용자의 습관을 독점하고 점유했다는 것입니다. 그렇다면 어떻게 습관을 독점하는 서비스를 만들 수 있을까요 ? 그 답은 Hook Model에 있을지도 모릅니다.
▶ 경영 콘텐츠 아카이브 인사이터에는 더 많은 자료가 있습니다
http://cafe.naver.com/dbrinsight
1. Gamification Seminar
“ Today knowledge has power.
It controls access to opportunity and advancement.”
Peter Drucker
Jellycoaster Inc.
Joseph Seowon Shin
4. What’s Gamification?
• 게임화란
게임디자인 기술이나 과정을 사용하여
1.이슈(문제)를 해결하고
2.사용자들을 참여시키는 것.
• 게임화는
사용자들이 게임화 되지 않은 일반적인
행동속에서 3.기대되는 행동을 하도록 격려하기
위한 것.
Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
16. Enterprise Gamification Market
Gamification Software Market
$2.8B by 2016
$3,000 Global 2000
$2,500
70 %
$2,000
Millions
$1,500 will have at least
one gamified
$1,000 application by 2014
$500
$0
2011 2012 2013 2014 2015 2016
M2 Research Innovators
50 %
A little fun can go a long way, especially in the enterprise.
will gamify
“If a company like SAP can not just reach these users, but engage them in a gamified
innovation
experience that is compelling and fun, SAP can potentially make users something more
processes by 2015
than just users: they can be participants in a community environment where that old
coercive model of engagement is a thing of the past.”
Gartner
Joshua Greenbaum, February, 2011
”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins”
18. Bartle’s Player Types
Killer Achiever
무조건 죽여없애기 의미를 찾아 성취하기
<1% ~10%
Socializer Explorer
친구들과 이것저것 새로운것
같이 놀면서 시도해보기
시간보내기
~10%
~80%
Selftest: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
19. 가치와 보상
본질적인 가치 표면적인 가치
소속감 포인트
자립심 레벨
권력 뱃지
성취감 퀘스트
의미 랭킹
학습 상품
자기지식 돈
섹스 별점
사랑 진행 바
단순재미 이모티콘
… …
20. Gamification Facts & Figures
• Piano Staircase -> 66% more people used staircase
Sources: http://www.thefuntheory.com/piano-staircase
http://enterprise-gamification.com/index.php/en/facts
21. Six Gamification Concepts
1. 이슈(문제)를 명확히하고 그것을 사용자들이 왜 관심을
가져야 하는지
2. 사용자들의 특성을 파악
3. 게임화 디자인하기
• 간단하고 빠른 사용자 모집 후 초기 성공
• 사용자들의 습관만들기 및 복잡성 향상
• 사용자들간 커뮤니케이션 향상으로 만렙찍기목표
4. 서비스에 PERMA(긍정의 심리학) 더하기
5. 사용자들에게 즉각적인 피드백을 주고 그들의
상태(승률/완성도/xp/지위)를 지속적으로 알려주기
6. 사용자들에게 본질적인 가치를 전달하기
22. Positive Psychology - PERMA
긍정적 감정
P Positive Emotions Experiencing joy, pleasure, fun, safety, etc.
참여/플로우
E Engagement / Flow Being consciously involved in our activities
관계
R Relationships Enjoyable / supportive interaction with others
의미
M Meaning Creating a purposeful narrative
성취
A Accomplishment Completing goals & following core values
Source: Martin Seligman http://en.wikipedia.org/wiki/Positive_psychology
23. 게임화 설정의 기간
• 일시적인 기간
베타테스팅하는 2주간만.
반복적으로 테스팅 위주.
• 한시적인 기간
모든 보물을 찾으면 게임이 종료.
한번 계획하면 출시후 수정 없음.
• 무기한적인 기간
새로운 미션이 지속적으로 업데이트
18개월-24개월 단위로 거대한 피벗
• 고려할 점
출구전략 : 사용자 커뮤니티를 어떻게 처리할 것인지?
24. 시작전 체크리스트
1. 해결하려는 이슈(문제)가 무엇인지?
2. 사용자들로 하여금 바꾸려는 행동이 무엇인지?
3. 사용자들이 누구인지?
4. 게임화 설정의 기간은 얼마정도인지?
5. 성공의 기준은 무엇인지?
6. 게임화의 정도?
7. 누가 게임화를 주도하는지? (CEO? 프로젝트리더?)
25. What’s Gamification?
• 게임화란
게임디자인 기술이나 과정을 사용하여
1.이슈(문제)를 해결하고
2.사용자들을 참여시키는 것.
• 게임화는
사용자들이 게임화 되지 않은 일반적인
행동속에서 3.기대되는 행동을 하도록 격려하기
위한 것.
Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
26. Quotes
• ‘재미있는 것’의 반대는 ‘일’이 아니라 ‘침체’이다.
Brian Sutton-Smith
• “재미는 학습의 다른 이름이다.”
Raph Koster
• “게임은 우리에게 불필요한 방해물을 던져주지만
알고보면 그것들은 다 우리가 넘어설만한한 것들이다. “
Jane McGonigal
27. E.O.D
“ Today knowledge has power.
It controls access to opportunity and advancement.”
Peter Drucker
Editor's Notes
Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
Sources: M2 Research Fall 2011: http://www.m2research.com/ Gartner Press Release May 2011: http://www.gartner.com/it/page.jsp?id=1629214Gamification Market Size (Source M2 Research - http://www.m2research.com/)2011 - $100m 2012 - $196m2013 – $434m2014 - $860m2015 - $1.6b2016 - $2.8bGartner Enterprise Architecture Summit, April 12, 2011 (http://www.gartner.com/it/page.jsp?id=1629214)Josh Greenbaum, Feburary 2011 - SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins)
http://blog.flurry.com/bid/57219/Mobile-Social-Gamers-The-New-Mass-Market-Powerhouse http://blogamole.tr3s.com/2010/04/30/are-women-more-social-gamers-than-men-new-study-says-yes/ Women are particularly attracted to short, casual games involving an active community like FarmVille, Cafe Wars or Pet Society
Source: Bartle Test: http://en.wikipedia.org/wiki/Bartle_TestTest yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychologyComic credits:Killer: L’effaceur Tome 1Achiever: BenoîtBrisefer – Holdup surPeliculeSocializer: AsterixExplorer: Tintin & Milou – On a marchésur la lune
Game release cycles: 18-24 monthsWikipedia: administrator cycle ~18 month, before they move on and leave Wikipedia
Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
Brian Sutton-Smith: play theorist, http://en.wikipedia.org/wiki/Brian_Sutton-SmithRaphKoster: game-designer, http://www.raphkoster.com/Jane McGonigal: game-designer, best-selling author, http://janemcgonigal.com/What’s the goal of golf? To put a ball in a hole. If this is the goal, why are we adding rules that make it more difficult and add obstacles? Obstacles like you can only do that with a “stick”, and through sand boxes and hilly areas? And why is this suddenly fun?