This document discusses the concept of gamification and its potential use for promoting energy efficiency. It notes that while gamification techniques like points, badges and leaderboards could help encourage positive behaviors, they risk being ineffective or even damaging if not implemented properly. Intrinsic motivations are important for cognitive tasks, so gamification needs to give rewards real meaning rather than being exploitative. The document also outlines criticisms of gamification and considers how game elements could work if integrated in a workplace context based on existing extrinsic motivators like pay and recognition. It concludes that applying games to real problems risks unpredictable outcomes and temporary engagement, but may help reduce barriers to new behaviors initially.
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.
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.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
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.
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.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
A few of us at Fallon attended SXSW Conference and we want to share what we saw, what is breaking, what is trending, and what is likely to impact your brands and communications within the next year. Austin comes to Minneapolis. SXSW meets SX35W.
Expect to view a series of short, lively, engaging, approachable presentations (no presentation longer than 5 minutes and 5 slides, with a mimimum of "geek-speak") that will showcase the conference highlights and outline the important things that you need to know now.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
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.
A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
BP304 Become a social business: leverage user-adoption through gamificationSasja Beerendonk
User adoption is key to success when implementing social software within your organization. When confronted with social software, employees often find themselves clueless about how to get started, because it requires a different work manner, behavior and attitude. Step-by-step gamification guides employees into the right direction and takes them to a higher level of understanding and usage. This session covers topics such as: What is gamification? Is it suitable for my organization? What motivates people? From "Maslow's Need" to "Pink's Drive", you'll understand the basic concepts of motivation that gamification uses. we'll also show a demo on gamification for IBM Connections and the metrics used to measure and stimulate desired behavior.
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
The fourth part of my Core Principles of Gamification, Rewards and Feedback. You can now get all four of the principles in a handy book from amazon - https://www.amazon.co.uk/Marczewskis-Principles-Gamification-Chirstopher-Marczewski/dp/1974598306/
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Based on my original blog post, the Intrinsic Motivation RAMP is a framework to help you better understand the basics of motivation and their places in gamification. The original post can be found here - https://www.gamified.uk/gamification-framework/the-intrinsic-motivation-ramp/
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
Talk : Innovation Games : Perfecting Your Brainstorming Technique for Killer...Ben Sykes
“It is an exciting time to be alive. We seem to be on the edge of limitless technology.
I wonder if we are
trying to solve the right problems?
How many people want to see another Instagram or uber clone?”
The world needs you to be fearless in your innovation.
Kickstart your Product Backlog with Innovation GamesFrederic Vandaele
How to start your Scrum project? How to initialize your product backlog? You are not alone, in most agile projects, managing the product backlog remains a complex and difficult activity.
Scrum said that it's the Product Owner that manage the product backlog but it does not tell us how (It's a framework you know). However, the product owners are people from the business. They have little or no experience with Agile and what it means in term of contribution to the project.
How to involve a group of users in the creation of product backlog without that they feel cheated or ignored? How to prioritize dozens or even hundreds of user stories of varying sizes with a group of users representing different needs with conflicting interests?
The Innovation Games are techniques that can address these issues. The art is to combine these methods with a view to a common vision to emerge as an initial product backlog that will help the Scrum team to start the project on a solid foundation.
Presented at Agile Tour Brussels 2013
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
A few of us at Fallon attended SXSW Conference and we want to share what we saw, what is breaking, what is trending, and what is likely to impact your brands and communications within the next year. Austin comes to Minneapolis. SXSW meets SX35W.
Expect to view a series of short, lively, engaging, approachable presentations (no presentation longer than 5 minutes and 5 slides, with a mimimum of "geek-speak") that will showcase the conference highlights and outline the important things that you need to know now.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
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.
A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
BP304 Become a social business: leverage user-adoption through gamificationSasja Beerendonk
User adoption is key to success when implementing social software within your organization. When confronted with social software, employees often find themselves clueless about how to get started, because it requires a different work manner, behavior and attitude. Step-by-step gamification guides employees into the right direction and takes them to a higher level of understanding and usage. This session covers topics such as: What is gamification? Is it suitable for my organization? What motivates people? From "Maslow's Need" to "Pink's Drive", you'll understand the basic concepts of motivation that gamification uses. we'll also show a demo on gamification for IBM Connections and the metrics used to measure and stimulate desired behavior.
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
The fourth part of my Core Principles of Gamification, Rewards and Feedback. You can now get all four of the principles in a handy book from amazon - https://www.amazon.co.uk/Marczewskis-Principles-Gamification-Chirstopher-Marczewski/dp/1974598306/
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Based on my original blog post, the Intrinsic Motivation RAMP is a framework to help you better understand the basics of motivation and their places in gamification. The original post can be found here - https://www.gamified.uk/gamification-framework/the-intrinsic-motivation-ramp/
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
Talk : Innovation Games : Perfecting Your Brainstorming Technique for Killer...Ben Sykes
“It is an exciting time to be alive. We seem to be on the edge of limitless technology.
I wonder if we are
trying to solve the right problems?
How many people want to see another Instagram or uber clone?”
The world needs you to be fearless in your innovation.
Kickstart your Product Backlog with Innovation GamesFrederic Vandaele
How to start your Scrum project? How to initialize your product backlog? You are not alone, in most agile projects, managing the product backlog remains a complex and difficult activity.
Scrum said that it's the Product Owner that manage the product backlog but it does not tell us how (It's a framework you know). However, the product owners are people from the business. They have little or no experience with Agile and what it means in term of contribution to the project.
How to involve a group of users in the creation of product backlog without that they feel cheated or ignored? How to prioritize dozens or even hundreds of user stories of varying sizes with a group of users representing different needs with conflicting interests?
The Innovation Games are techniques that can address these issues. The art is to combine these methods with a view to a common vision to emerge as an initial product backlog that will help the Scrum team to start the project on a solid foundation.
Presented at Agile Tour Brussels 2013
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
UX Mind Games - Jared Schwartz, Beaconfire RedEngineRoshani Kothari
Jared Schwartz, VP of Strategy & Innovation at Beaconfire Red Engine, discussed the underlying psychological and game theory principles the most addictive websites and applications exploit to ensure that users come back again and again. He also talked about how to apply these tactics to your own digital program and marketing efforts.
He did this presentation at the NetSquared DC event titled Generating Buzz & Loyalty Online on January 28, 2016 held at Vanguard Communications.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
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 :)
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
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.
Similar to Matt Batey IEA DSM Task 24 workshop gamification (20)
Our Task 24 talk presenting the exciting CHS hospital building manager pilot at the Behavior, Energy & Climate Change conference in Sacramento, October 2017
This workshop followed the Energy Cultures conference and was designed to showcase how different models of understanding behaviour worked in practice, how to better use storytelling and how to collectively design a behavioural intervention.
Dr Aimee Ambrose, IEA DSM Task 24 UK expert, gave this fascinating presentation on principal agent issues in private sector landlords in New Zealand vs the UK
We were lucky to have Dr Katy Janda, from Oxford University, at our Swedish Task 24 workshop. She presented her findings on green leases in Australia and the UK
IEA DSM Task 24 on behaviour change presented their latest findings and exciting new work in Phase 2 to the Queensland Government on December 18, 2016.
Dr Sea Rotmann, Task 24 Operating Agent, gave a very in-depth presentation on everything energy & behaviour change from the many findings of Phase I of the Task to an audience of policymakers, researchers, community leaders and industry in Toronto, on May 27, 2015.
Here is a presentation to New Zealand stakeholders of the completed findings of the International Energy Agency's DSM Programme's Task 24 Phase 1 called 'Closing the Loop - Behaviour Change in DSM: From Theory to Practice'
Barry Goodchild, of Sheffield Hallam University, gave this presentation on the theory of storytelling in urban planning at the IEA DSM Task 24 workshop on behaviour change in Graz, October 14, 2014.
This presentation was given by IEA DSM Task 24 Operating Agent, Dr Sea Rotmann at the Task 24 workshop in Graz, October 13, 2014. It describes the many different ways storytelling is being used in Task 24, some learnings and successes.
This is a presentation held by IEA DSM Task 24 Operating Agent, Dr Sea Rotmann in Graz, October 13, 2014. It presents some of the main findings of Dr Ruth Mourik's Subtask 3 report 'Did you behave as we designed you to?'.
Corinne Moser, one of our Swiss IEA DSM Task 24 national experts from ZHAW, gave a presentation on the Subtask 2 Swiss Case Study called the '2000 Watt Society' in our October 13, 2014 Graz workshop.
Aimee Ambrose, our UK IEA DSM Task 24 expert from Sheffield Hallam University, gave a great Pecha Kucha presentation on their EcoHome case study in our workshop in Graz, October 13, 2014.
More from SEA - Sustainable Energy Advice Ltd (20)
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
5. Why? Research Perspective:
1. Incorporating user preferences into
development process
2. User-involvement in innovation creates sense of
ownership, hence personal interest in its
success
3. Energy-efficiency achieved within project as a
stated aim
6. Why? Research Perspective:
1. Incorporating user preferences into
development process
2. User-involvement in innovation creates sense of
ownership, hence personal interest in its
success
3. Energy-efficiency achieved within project as a
stated aim
• How to maintain
user interest?
7. Why? Practice Perspective:
• Energy management in the context of a future
workplace
• Flexible, shared office
• Users responsible for energy efficiency
• Is gamification a route to optimising
performance?
8. Why not try a game
approach?
• "Games can change the world"
• Help us develop solutions to
complex problems without
pressure
• Create clear paths of action
towards achieving a goal
18. Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
19. Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
20. Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
• "don't just fail to engage players; they can actually damage existing interest or
engagement" Elizabeth Lawley, Rochester
21. Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
• "don't just fail to engage players; they can actually damage existing interest or
engagement" Elizabeth Lawley, Rochester
• "[do not] adequately account for the ways in which individuals and contexts differ."
Judd Antin, Yahoo! Research
22. Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
• "don't just fail to engage players; they can actually damage existing interest or
engagement" Elizabeth Lawley, Rochester
• "[do not] adequately account for the ways in which individuals and contexts differ."
Judd Antin, Yahoo! Research
• Even Jane MacGonagle: "I don't do 'gamification,' and I'm not prepared to stand up
and say I think it works. If the game is not about a goal you're intrinsically motivated
by, it won't work."
23. What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
24. What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
AUTONOMY
25. What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
AUTONOMY
COMPETENCE
26. What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
AUTONOMY
COMPETENCE
RELATEDNESS
27. What's in a game
• essentially free
• separate
• uncertain
• unproductive
• governed
• make-believe
(Huizinga, 1938. Caillios, 1957)
• Game scenarios work best on those without a strong opinion on the subject
(Haring, 2013)
28. What's in a game
• Reward = Incentive ?
• Difference between motivating a
first-time behaviour & repeat
behaviour
• Altruism vs. Self-interest
29. The Third Way?
• Can Points, badges and leader boards be effective
behavioural drivers if given real meaning or currency for users:
• reputation, recognition, personal satisfaction
• tradable assets (trading becomes an additional game layer)
• Especially in a workplace context based on extrinsic rewards
(pay, promotions, titles, etc.)
• Rajat Paharia, CEO of Bunchball, advocates gamification tools
such as: "goal setting, real-time feedback, transparency,
mastery, competition, teams..."
30. Conclusions
• Turning real world problems into a game likely
to produce unpredictable results
• Engagement & behaviours temporary
• Can help remove barriers to entry to new
behaviours
• ...
31. Break-out Session
• Scenario one:
Consider your office.
Imagine there will be a financial incentive for
building users to adopt their energy saving
behavior. Each team will have financial fund for
training and for social events such as trips
away and team dinners.
32. Break-out Session
• Scenario two:
One day every 3 months, you get together with
your team for a game. You can choose where
you spend the day, within a reasonable budget,
so long as its a place otherwise open to the
public (e.g. bar, restaurant).
The players will communicate with the building
energy and maintenance manager, suggest