ALA TechSource Workshop on May 6, 2014.
(https://www.alastore.ala.org/detail.aspx?ID=11387)
Understanding Gamification - http://journals.ala.org/ltr/issue/view/502
Applying Gamification to Higher Education and LibrariesBohyun Kim
Florida Virtual Campus -Talking Tech Webcast Series on Oct 10, 2013 by Bohyun Kim, Digital Access Librarian,Florida International University Medical Library.
These are the slides to my keynote on "Mobile Learning - Done Right", delivered at the Exec I/O Mobile event of the European Pirate Summit in Cologne on 5 September 2014.
Applying Gamification to Higher Education and LibrariesBohyun Kim
Florida Virtual Campus -Talking Tech Webcast Series on Oct 10, 2013 by Bohyun Kim, Digital Access Librarian,Florida International University Medical Library.
These are the slides to my keynote on "Mobile Learning - Done Right", delivered at the Exec I/O Mobile event of the European Pirate Summit in Cologne on 5 September 2014.
Presentation in Madrid, Spain 15 December 2015 for:
VIII Jornada Profesional de la Red De Bibliotecas del Instituto Cervantes: «Gamificación: el arte de aplicar el juego en la biblioteca»
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Games create engagement - the cornerstone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's toolbox. During this program, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Every learning manager, instructional designer, and trainer needs to be aware of the influence of this leading edge engagement technique.
Unified Endpoint Management: Security & Productivity for the Mobile EnterpriseCitrix
For a growing number of IT organizations, the future lies in Unified Endpoint Management (UEM), which combines CMT with EMM (Enterprise Mobility Management) providing a single pane of glass to manage and secure, devices and operating systems, whether laptops, smart phones, tablets or any other device.
Semantic Wiki: Social Semantic Web in UseJesse Wang
This is my invited talk on Semantic Wiki to the Key Lab of Intelligent Information Processing at Fudan University in Shanghai during ASWC 2009 when I gave a similar tutorial on semantic mediawiki and applications.
A quick guide to the use of Community, as a gamification technique, at mobile casinos. We'll be looking at forums, user profiles, leaderboards, and social media to see how they drive users to engage with mobile casinos. For more articles about gamification, visit www.androidslots.co.uk
Using Controlled Natural Language and First Order Logic to improve e-consulta...jodischneider
A reading group talk about 3 papers from the IMPACT project.
Taken together, they demonstrate how online conversations for policy-making can be structured and analyzed, using Controlled Natural
Languages, First Order Logic reasoners, Semantic Wikis, and argumentation frameworks.
Adam Wyner and Tom van Engers. A Framework for Enriched, Controlled On-line Discussion Forums for e-Government Policy-making. EGOVIS 2010.
Adam Wyner, Tom van Enger, and Kiavash Bahreini. From Policy-making Statements to First-order Logic. Electronic Government and Electronic Participation 2010.
Adam Wyner and Tom van Enger. Towards Web-based Mass Argumentation in Natural Language. (long version of this EKAW 2010 poster).
Talk given at the Semantic Web SIKS course 2011: why we need semantics on the Social Web. Three examples: social tagging, user profiling based on Twitter streams and cross-system user profiling (linking user profiles).
Using narratives in enterprise gamification for sales, training, service and ...Centrical
How using enterprise gamification that is based on narratives - such as car racing, sports, team fantasy sports, song contests and more - helps communicate nuanced goals and drive lasting change in employee behavior.
Presentation in Madrid, Spain 15 December 2015 for:
VIII Jornada Profesional de la Red De Bibliotecas del Instituto Cervantes: «Gamificación: el arte de aplicar el juego en la biblioteca»
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Games create engagement - the cornerstone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's toolbox. During this program, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Every learning manager, instructional designer, and trainer needs to be aware of the influence of this leading edge engagement technique.
Unified Endpoint Management: Security & Productivity for the Mobile EnterpriseCitrix
For a growing number of IT organizations, the future lies in Unified Endpoint Management (UEM), which combines CMT with EMM (Enterprise Mobility Management) providing a single pane of glass to manage and secure, devices and operating systems, whether laptops, smart phones, tablets or any other device.
Semantic Wiki: Social Semantic Web in UseJesse Wang
This is my invited talk on Semantic Wiki to the Key Lab of Intelligent Information Processing at Fudan University in Shanghai during ASWC 2009 when I gave a similar tutorial on semantic mediawiki and applications.
A quick guide to the use of Community, as a gamification technique, at mobile casinos. We'll be looking at forums, user profiles, leaderboards, and social media to see how they drive users to engage with mobile casinos. For more articles about gamification, visit www.androidslots.co.uk
Using Controlled Natural Language and First Order Logic to improve e-consulta...jodischneider
A reading group talk about 3 papers from the IMPACT project.
Taken together, they demonstrate how online conversations for policy-making can be structured and analyzed, using Controlled Natural
Languages, First Order Logic reasoners, Semantic Wikis, and argumentation frameworks.
Adam Wyner and Tom van Engers. A Framework for Enriched, Controlled On-line Discussion Forums for e-Government Policy-making. EGOVIS 2010.
Adam Wyner, Tom van Enger, and Kiavash Bahreini. From Policy-making Statements to First-order Logic. Electronic Government and Electronic Participation 2010.
Adam Wyner and Tom van Enger. Towards Web-based Mass Argumentation in Natural Language. (long version of this EKAW 2010 poster).
Talk given at the Semantic Web SIKS course 2011: why we need semantics on the Social Web. Three examples: social tagging, user profiling based on Twitter streams and cross-system user profiling (linking user profiles).
Using narratives in enterprise gamification for sales, training, service and ...Centrical
How using enterprise gamification that is based on narratives - such as car racing, sports, team fantasy sports, song contests and more - helps communicate nuanced goals and drive lasting change in employee behavior.
Our Guide to Digital disruption Update 2019John Ashcroft
A collection of our articles on Digital Disruption and Change Management updated for 2019.
Don't thumb your nose at Digital Disruption
So what do we mean by digital disruption
The six forces shaping digital disruption
Digital Disruption Industries of the future
Which jobs will be at risk in the years ahead
Digital Disruption and the UK Banking System
Digital technology has impacted the lives of consumers and businesses around the world. With access to
the internet and the lowering cost of smart devices, audiences use the internet to improve their daily
lives. In this connected world, access to information is seen as a necessity rather than a convenience
http://blogs.sap.com/innovation/ - Business Innovation is the key ingredient for growth in the future of business. Changes in technology, new customer expectations, a re-defined contract between employees and employers, strained resources, and business and social networks are requiring businesses to become insight-driven businesses.
In this presentation, we have gathered 99 facts that represent the changes taking place in the world today. Each facts represents a key insight and suggests where we need to focus and change to become viable, sustainable and growing future businesses.
Evolution of Social Media and its effects on Knowledge OrganisationCollabor8now Ltd
There has been a lot of hype around social media, social networks and social business, much of it unhelpful in understanding what this is all about. For some people, “social” will always mean frivolity and time wasting. For others, social media just means marketing and communications.
The evolution of social media over the past several years has made it easier than ever before to find, connect and engage with “experts” and people with similar interests. Enlightened organisations have recognised that investment in social technologies and (most importantly) the organisational change required in order to nurture and embed a collaborative culture, can overcome the limitations of silo’d structures that have traditionally inhibited information flows and opportunities for innovation.
In a broader context, the pervasive and ubiquitous availability of social media in almost all aspects of daily life, from the way we communicate, get information, buy and sell, travel, live and learn is adding to the pressure on organisations to provide a more porous interface between internal (behind the firewall) and external services. Knowledge workers are increasingly making their own decisions on what tools, products and services that they need to work more effectively and will become increasingly disaffected if these are not available within the work environment.
This presentation looks at industry trends on how social media and social technologies are changing the way that we generate, organise and consume knowledge, and how this is driving emergent digital literacies for knowledge workers.
Evolution of Digital Marketing Wendy SmalleyWendySmalley1
How consumers use technology and the impact on their lives. From desktop to mobile devices, from dial-up to wireless connectivity, the power to the people and how technology bypasses cultural differences.
Hello everyone. My name is Zane and I am a student in Digital Marketing Academy in Ireland.
I’m 32 years old and feel lots of passion towards digital marketing.
Today I would like to discuss a technology impact on the consumers life.
Exploring Machine Learning for Libraries and Archives: Present and FutureBohyun Kim
A conference presentation given by Bohyun Kim, Chief Technology Officer & Professor, University of Rhode Island Libraries, USA for the Bite-sized Internet Librarian International 2021 on September 22, 2021.
Practical Considerations for Open InfrastructureBohyun Kim
A conference presentation "Practical Considerations for Open Infrastructure" given by Bohyun Kim, CTO and Associate Professor, University of Rhode Island Libraries, at the NISO virtual conference: Community Owned Infrastructure: Partnerships & Collaboration, on March 24 2021. https://www.niso.org/events/2021/03/community-owned-infrastructure-partnerships-collaboration
DELNET (Developing Library Network) Annual Lecture, given by Bohyun Kim, CTO and Associate Professor, University of Rhode Island Libraries, at the 23rd National Convention on Knowledge, Library and Information Networking (NACLIN), Online(/India), Sep. 23, 2020. http://www.naclin.org/
The Potential and Challenges of Today's AIBohyun Kim
A preconference presentation given by Bohyun Kim, CTO and Associate Professor, University of Rhode Island Libraries, at the NISO Plus Conference at Baltimore, MD on February 23, 2020.
Robots: What Could Go Wrong? What Could Go Right? Bohyun Kim
A presentation given at the ALA Midwinter Conference, Philadelphia, PA. Jan. 26, 2020 by Bohyun Kim, CTO/Associate Professor at the University of Rhode Island Libraries.
The NFAIS Foresight Webinar - Artificial Intelligence: Weighing the Value for the Information Community, given by Bohyun Kim.
https://www.niso.org/events/2019/09/nfais-foresight-artificial-intelligence-weighing-value-information-community
Machine Intelligence and Moral Decision-MakingBohyun Kim
A presentation given at the IMLS project of "Libraries Facilitating Cross-disciplinary Research," DC Workshop, Washington D.C., May 31, 2019 by Bohyun Kim, CTO, University of Rhode Island Libraries.
Taking on a New Leadership Challenge: Student-Focused Learning in Artificial ...Bohyun Kim
A conference talk given at the Internet Librarian International, London, UK. October 16, 2018 by Bohyun Kim, Chief Technology Officer & Associate Professor at the University of Rhode Island Libraries, USA.
Moving Forward with Digital Disruption: A Right MindsetBohyun Kim
A keynote presented at the MentorNJ In-Person Networking Event 2018 organized by LibraryLinkNJ -The New Jersey Library Cooperative, held at Monroe Township, NJ. on October 5, 2018.
http://librarylinknj.org/MentorNJ/programs/networking-event-2018
Blockchain Overview: Possibilities and IssuesBohyun Kim
Slides for the opening panel discussion given at the Blockchain National Forum, San Jose, CA., August 6, 2018, by Bohyun Kim - https://ischoolblogs.sjsu.edu/blockchains/national-forum/
AI Lab at a Library? Why Artificial Intelligence Matters & What Libraries Can DoBohyun Kim
A talk given at the American Libraries Association Annual Conference, June 25, 2018 by Bohyun Kim, Chief Technology Officer, University of Rhode Island Libraries.
From Virtual Reality to Blockchain: Current and Emerging Tech TrendsBohyun Kim
Webinar given for the LibraryLinkNJ, The New Jersey Library Cooperative on May 8, 2018. http://librarylinknj.org/
CC-BY-NC 4.0
[https://creativecommons.org/licenses/by-nc/4.0/]
Innovating Together: the UX of DiscoveryBohyun Kim
A keynote given at the IFLA 83rd World Library and Information Congress Joint Satellite Conference by RIS & IT Section, Warsaw, Poland. August 16-17, 2017. http://libapps.libraries.uc.edu/sites/ifla-riss-its-satelite/
Cleaning Up the Mess: Modernizing Your Dev Team’s Outdated WorkflowBohyun Kim
A talk given at the 2017 ALA (American Library Association) Annual Conference, Chicago, June 25, 2017. Presenters: Bohyun Kim, Associate Director for Library Applications and Knowledge Systems, Brad Gerhart, Web Developer, Zak Burke, Senior Web Developer from
University of Maryland, Baltimore - Health Sciences and Human Services Library.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
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/
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
2. LTR
Vol 51, No 2 (2015)
http://journals.ala.org
/ltr/issue/view/502
Bohyun Kim, “Learning with Games in Medicine and Healthcare and the
Potential Role of Libraries,” in Games in Libraries: Essays on Using Play to
Connect and Instruct., ed. Breanne Kirsch, McFarland, 2014. pp. 152-170.
For deeper understanding
and more detailed
discussion,
3. Game Industry Is Huge.
Entertainment Software Association, 2014 Essential Facts About the Computer andVideoGame,
http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf
4. Gaming Is Popular Online.
Over 700 million people play online games worldwide, which is more than
44 percent of 1.6 billion, the world’s online population.
- 2013 State of Online Gaming Report (Hilversum, the Netherlands: Spil Games, 2013), 4, http://auth-
83051f68-ec6c-44e0-afe5-
bd8902acff57.cdn.spilcloud.com/v1/archives/1384952861.25_State_of_Gaming_2013_US_FINAL.pdf
5. 40 Million People in U.S
Gaming +40 hrs. aWeek
According to a game researcher, Jane McGonigal, there
are currently more than half a billion people worldwide
playing computer and video games at least an hour a day,
183 million in the United States alone.
Five million gamers in the United States are spending
more than forty hours a week playing games, which is the
equivalent of a full time job.
Jane McGonigal, “We Spend 3 Billion Hours a Week as a Planet Playing Videogames. Is It
Worth It? How Could It Be MORE Worth It?”TED Conversations Archives, February 2011,
http://www.ted.com/conversations/44/we_spend_3_billion_hours_a_wee.html
6. Gaming Is Engaging.
2013 State of Online Gaming Report (Hilversum, the Netherlands: SpilGames, 2013), 12, http://auth-
83051f68-ec6c-44e0-afe5-
bd8902acff57.cdn.spilcloud.com/v1/archives/1384952861.25_State_of_Gaming_2013_US_FINAL.pdf
7. I. Gamification
The term gamification was coined by Nick Pelling in 2002.
Mariusz Szyma, “Who coined the term ‘gamification’”?
Quora, March 19, 2013. https://www.quora.com/Who-
coined-the-term-gamification.
It became popular in the second half of 2010 and after that
the term came to see widespread adoption.
In 2011, gamification was added to Gartner’s hype cycle for
emerging technologies.
8. Game vs. Gamification
GAME: An imaginary world that is separate from reality
vs.
GAMIFICATION: A game layer on top of the real world
Not the same as creating a game but transferring some of
the positive characteristics of a game to something that is
not a game, thus, gami-“fy”-ing.
Those positive characteristics of a game are often loosely
described as “fun,” and they have the effect of engaging
game players in the activity.
10. Over 18 Million Players
http://www.nike.com/us/en_us/c/running/nikeplus/gps-app
Nick Summers, “Nike+ Now Has Over 18 Million Members,” The NextWeb Blog, August 21, 2013,
http://thenextweb.com/insider/2013/08/21/nike- now-has-18m-members-logging-their-daily-exercise- with-a-
fuelband-sportwatch-or-fitness-app.
12. +45 million users & 5 billion
check-ins in Dec. 2013.
Cooper Smith, “Foursquare’s New Big Data Initiative Is Going to Help ItThrive, Even As the Check-inWithers,”
Business Insider, January 14, 2014, http://www.businessinsider.com/foursquare-surpasses-45-million-registered-
users-and-begins-collecting-data-in-new-ways-2-2014-1.
13. CathAChoo – 20,000
people in London, 2010
http://mashable.com/2010/04/27/fo
ursquare-jimmy-choo/
https://www.facebook.com/notes/ji
mmy-choo/announcing-the-jimmy-
choo-trainer-hunt/388778516181
15. Gamification Is Not New.
If you have to hit 2,500 tennis balls a day, how would you
handle that kind of intense training?
Andrew Agassi at the age of seven imagined a ball
machine as a black dragon spitting balls to smite him.
Dignan, Aaron. Game Frame: Using Games as a Strategy for Success. Simon and Schuster,
2011., p.80.
17. SoWhat Changed?
1) The rapid adoption of the smartphone
2) The tremendous growth of the mobile web
From 2007 to 2011, wireless data traffic onAT&T, the second
largest wireless carrier in the United States, has grown 20,000
percent, at least doubling itself every year since 2007.
Mobile data traffic is expected to grow by 61 percent annually into
2018, with the extra traffic from just one year, 2017, to be triple
the size of the entire mobile Internet in 2013.
ChrisVelazco, “AT&T’sWireless DataTraffic Doubles EveryYear, butThrottling Is Not the
Solution,”Tech- Crunch, February 14, 2012, http://techcrunch.com/ 2012/02/14/atts-wireless-
data-traffic-doubles-every- year-but-throttling-is-not-the-solution.
Matt Hamblen, “Mobile DataTraffic Is Expected to Explode 11-Fold by 2018,” Computerworld,
February 5, 2014, www.computerworld.com/article/2487327/ wireless-networking/mobile-
data-traffic-is-expected- to-explode-11-fold-by-2018.html.
3) The increased use of social media
Kim, Bohyun. Understanding Gamification. Vol. 51. Library Technology Report. ALA
TechSource, 2015, p. 7-8.
18. What Is New
Not the idea of applying gaming elements to a real- world
activity, but how seamlessly, ubiquitously, and socially
those gaming elements are now applied.
We now carry our address book, e-mails, notes, calendar,
map, social media accounts, and even spending history
and patterns (if you use one of those personal finance
apps) in one small smartphone. Being placed in the same
device where all this information resides and which we
carry everywhere we go, games can easily slip into our
real-world activities.
Where and how we play games
Kim, Bohyun. UnderstandingGamification.Vol. 51. LibraryTechnology Report.ALA
TechSource, 2015, p.8.
19. Real & Online Life
Gamification rewards our behavior on the web, often on
the mobile web, with social connections and statuses.
As we spend more and more time online, the boundary
between our online and real life will only become
increasingly blurry, and more things will start crossing over
between these two domains.
Gamification is an early harbinger of this broader trend.
Kim, Bohyun. Understanding Gamification. Vol. 51. Library Technology Report. ALA
TechSource, 2015, p. 8-9.
20. Bohyun Kim, “I CAN DO IT ALL BY MYSELF,” ALA Conference, 2012,
http://www.slideshare.net/bohyunkim/i-can-do-it-all-by-mysef-exploring-new-roles-for-
libraries-and-mediating-technologies-in-addressing-the-diy-mindset-of-library-patrons
21. Bohyun Kim, “I CAN DO IT ALL BY MYSELF,” ALA Conference, 2012,
http://www.slideshare.net/bohyunkim/i-can-do-it-all-by-mysef-exploring-new-roles-for-
libraries-and-mediating-technologies-in-addressing-the-diy-mindset-of-library-patrons
22. Bohyun Kim, “I CAN DO IT ALL BY MYSELF,” ALA Conference, 2012,
http://www.slideshare.net/bohyunkim/i-can-do-it-all-by-mysef-exploring-new-roles-for-
libraries-and-mediating-technologies-in-addressing-the-diy-mindset-of-library-patrons
23. Most critical in the times of
abundant information is
how to engage people.
Gaming is a proven tool for
engagement.
This is why gamification is an
important trend.
28. Power of Gamification
When the Piano Stairs were installed in Odenplan,
Stockholm, 66 percent more people chose the stairs over
the escalator.
During the three-day trial period, 24,857 cars passed the
Speed Camera Lottery machine. The average driving
speed went down from 32 km per hour to 25 km per hour, a
22 percent reduction.
The Bottle Bank Arcade machine was used by nearly one
hundred people over one night. During the same period,
the nearby conventional bottle bank was used only twice.
People are willing to make efforts for fun and do good
things at the same time.
32. SDG&E Contest in 2012
Those who used the same energy-saving gaming
app achieved 20 percent savings on average,
compared to 9 percent by those who used only
the device without the app.
The winner of the Biggest Energy Saver Contest
by San Diego Gas and Electric achieved as much
as 46.5 percent energy savings, equal to 1,356
kilowatt hours for her family of three.
“SDG&ECelebrates San Diego’s Biggest Energy Savers,” news release, San DiegoGas and Electric, January 6, 2012,
www.sdge.com/newsroom/ press-releases/2012-01-06/sdge-celebrates- san-diego’s-biggest-energy-savers.
34. Gaming vs. Playing
Caillois’s concept of paidia (“playing”) vs. ludus (gaming)
Playing: A more free- form, expressive, improvisational,
even “tumultuous” recombination of behaviors and
meanings
Gaming: Playing structured by rules and competitive strife
toward goals.
Main characteristic of Gaming” - Explicit rule systems and
the competition or strife of actors in those systems
towards discrete goals or outcomes.
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke, “From Game Design Elements to Gamefulness:
Defining ‘Gamification,’” in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future
Media Environments (NewYork: Association for Computing Machinery, 2011),
35. Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke, “From Game Design Elements to Gamefulness: Defining
‘Gamification,’” in Proceedings of the 15th InternationalAcademic MindTrekConference: Envisioning Future Media Environments (New
York:Association for Computing Machinery, 2011),v
36. Playful Design
“Twitter FailWhale is back,” https://www.flickr.com/photos/playerx/3090739418, by Flickr user Rob Friedman/playerx / @px,
playerx.net, licensed un- der the CreativeCommons Attribution 2.0, https://creative- commons.org/licenses/by/2.0.
37. Def. 1
“Gamification is the process of game-thinking and game
mechanics to engage users and solve problems.”
(Emphasis added)
Gabe Zichermann and Christopher Cunningham, Gamification by Design: ImplementingGame
Mechanics inWeb and Mobile Apps (Sebastopol, CA: O’Reilly Me- dia, 2011), xiv.
38. Def. 2
“Gamification is the use of game design elements
characteristic for games in non-game contexts, which is
differentiated from playful design and a full-fledged
game.” (Emphasis added)
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke, “From Game Design Elements to Gamefulness:
Defining ‘Gamification,’” in Proceedings of the 15th InternationalAcademic MindTrekConference: Envisioning Future
Media Environments (NewYork:Association for Computing Machinery, 2011),
39. Def. 3
“Gamification (of learning and instruction) is the delivery
of content—for a purpose other than pure entertainment—
using game-based thinking and mechanics.” (Emphasis
added)
Karl M. Kapp, TheGamification of Learning and Instruction:Game-Based Methods and Strategies for
Training and Education (San Francisco: Pfeiffer, 2012), 17.
40. Def. 4
“Gamification is the use of game mechanics and experience
design to digitally engage and motivate people to achieve
their goals.” (Emphasis added)
Brian Burke, “Gartner RedefinesGamification,” Gartner Blog Network, April 4, 2014, http://
blogs.gartner.com/brian_burke/2014/04/04/gartner-redefines-gamification.
41. Def. 5
“Gamification could be more narrowly defined as
incorporating game elements into a non-gaming software
application to increase user experience and engagement.”
(Emphasis added)
Adrián Domínguez, Joseba Saenz-de-Navarrete, Luis de-Marcos, Luis Fernández-Sanz,Carmen
Pagés, and José-Javier Martínez-Herráiz, “Gamifying Learning Experiences: Practical Implications
and Outcomes,” Computers and Education 63 (April 2013): 381, doi:10.1016/j.compedu.2012.12.020.
42. Defining Characteristics
Gamification can take the form of a paper-and-pencil
game or that of a mobile app.
What is important in gamification is that it does engage
and help people to achieve their real-life goals using
appropriate gaming elements and dynamics.
Minimal effort
Simpler gaming effect
Not a full-fledged game
46. GamificaionWiki
“Game Mechanics,” GamificationWiki, Badgeville website,
accessed November 3, 2014,
http://badgeville.com/wiki/Game_Mechanics
Game Mechanics: Achievements, appointments,
behavioral momentum, blissful productivity, bonuses,
cascading information theory, combos, community
collaboration, countdown, discovery, epic meaning, free
lunch, infinite gameplay, levels, loss aversion, lottery,
ownership, points, progression, quests, reward schedules,
status, urgent optimism, and virality.
47. 47 from SCVNGR
Erick Schonfeld, “SCVNGR’s Secret Game Mechanics Playdeck,”
TechCrunch,August 25, 2010,
http://techcrunch.com/2010/08/25/scvngr-game-mechanics
47 game dynamics used by SCVNGR, a mobile, location- based
gamification company.
Avoidance, behavioral contrast, chain schedules, companion gaming,
contingency, cross situational leaderboards, disincentives, endless
games, extinction, fixed interval reward schedule, fixed interval ratio
schedules, fun once fun always, interval rewards schedule, lottery,
loyalty, meta game, micro leaderboards, modifiers, moral hazard of
gameplay, pride, privacy, ratio reward schedule, real-time vs. delayed
mechanics, reinforce, response, reward schedule, rolling physical
goods, shell game, social fabric of games, variable interval reward
schedule, variable ratio reward schedule, and virtual items.
SCVNGR no longer exists.
48. The MDA Framework
Robin Hunicke, Marc Leblanc, and Robert Zubek, “MDA: A Formal Approach to Game Design and
Game Research,” in Proceedings of the Challenges in Games AIWorkshop, Nineteenth National
Conference of Artificial Intelligence (San Jose, CA: AAAI Press, 2004), 2.
49. Robin Hunicke, Marc Leblanc, and Robert Zubek, “MDA: A Formal Approach to Game Design and
Game Research,” in Proceedings of the Challenges in Games AIWorkshop, Nineteenth National
Conference of Artificial Intelligence (San Jose, CA: AAAI Press, 2004), 2.
50. Game Design & Play
Players experience game mechanics as the rules of a
game, while designers think of them as various player
actions and control mechanisms.
Dynamics appear to game players as the system that
creates the desirable game experience. Game designers
see them as design principles for the interaction between
game mechanics and players.
Aesthetics are the goal of gameplay itself for game
players.To game designers, they are the ultimate
emotional responses or states that they want to generate
in people through the use of game dynamics and game
mechanics.
51. MDA Applied
Mechanics: Points, badges, leaderboards, statuses, levels,
quests, countdowns, tasks/quests/missions (The rules of a game
to players; player actions/control mechanisms to game
designers. )
[E.g. shuffling and betting in a card game]
Dynamics: Appointment, behavioral momentum, feedback,
progress, time pressure, and certain abilities that game avatars
can develop. (Game elements that are concerned with the
interaction between concrete game mechanics and players at a
more abstract level)
[E.g. bluffing]
Aesthetics: Achievement, challenge, discovery, epic meaning,
blissful productivity, sensation, and fantasy. (The desired
experience that games attempt to generate through game-
play)
[E.g. suspense, excitement, joy]
53. IV. Gamification of Learning
Game- based learning and serious games focus on
using commercial video games or creating full-
fledged video games for education.
Since gamification uses game mechanics and
dynamics for educational purposes, serious games
and gamification are often discussed together, and
their boundaries tend to blur.
Kim, Bohyun. Understanding Gamification.Vol. 51. LibraryTechnology
Report. ALATechSource, 2015, p. 21.
54. Serious Games
Serious games tend to give a much stronger role to certain
gaming elements, such as avatar, fantasy, story and
narrative, and fully virtual environment for play.
The discussion on serious games also tends to focus more
on the content of learning, while gamification is more
broadly applied for motivating and engaging learners.
In reality, it can be tricky to identify the point where
gamification ends and a full-fledged serious game begins.
Just like gamification, a serious game has a purpose that is
always more than entertainment.
Kim, Bohyun. UnderstandingGamification.Vol. 51. LibraryTechnology Report.ALA
TechSource, 2015, p. 21.
68. ‘UR’ by the British Museum and
University of Pennsylvania Museum
http://urcrowdsource.org/omeka/transcribe
69. Alleen-Willems, Russell. “#5 Digitizing Fieldnotes through Crowdsourcing andGames.” Diachronic Design,
August 19, 2013. http://www.diachronicdesign.com/blog/2013/08/19/5-digitizing-fieldnotes-through-
crowdsourcing-and-games/.
70. VI. Designing Gamification
A Clear Goal
Target Group and UserTypes
Gender, Age, Culture,
Academic Performance
Learning Content
71. UserTypes
Achievers: Points-gathering and rising in levels
Explorers: “Try progressively esoteric actions in wild, out-
of-the-way places, looking for interesting features . . . and
figuring out how things work.”
“Socialisers are interested in people... Inter-player
relationships are important: empathising with people,
sympathising, joking, entertaining, listening; even merely
observing people play can be rewarding—seeing them
grow as individuals, maturing over time.”
“Killers get their kicks from imposing themselves on [and
causing distress to] others.”
Richard Bartle, “Hearts,Clubs, Diamonds, Spades: PlayersWho Suit MUDs,” self-published online 1996,
http://mud.co.uk/richard/hcds.htm.
72. Gender
Kron et al. discovered that female students were about 35
percent as likely as male students to enjoy the competitive
aspects of the video games.
Frederick W. Kron, Craig L. Gjerde, Ananda Sen, and Michael D. Fetters, “Medical StudentAttitudes
towardVideoGames and Related New MediaTechnologies
in Medical Education,” BMC Medical Education 10:50 (2010): 7, doi:10.1186/1472-6920-10-50.
73. Age
A study byWohn and Lee showed that younger players
(under age 32) play Facebook games to pass the time and
relieve boredom, while older players (age 32 and up) play
Facebook games to help others and also to get support
and help from others.
DongheeYvetteWohn andYu-Hao Lee, “Players of Facebook Games and HowThey Play,” Entertainment Computing 4,
no. 3 (2013): 172, doi:10.1016/ j.entcom.2013.05.002.
74. Culture
Another study by Lee andWohn revealed that different
cultural orientations, such as individualism and
collectivism, affect people’s expected outcomes of playing
social network games, such as social interaction,
recognition, entertainment, and diversion and that those
expected outcomes in turn affect different game usage
patterns.
Yu-Hao Lee and DongheeYvette Wohn, “AreThere Cultural Differences in HowWe Play?
Examining Cultural Effects on Playing Social Network Games,” Computers in Human Behavior
28, no. 4 (July 2012): 1307–14, doi:10.1016/j.chb.2012.02.014.
75. Academic Performance
Kanthan and Senger studied the results of the midterm exam
for second-year medical students after the use of a serious
game and found that the results indicated that the game
improved academic performance outcomes of students at the
lower end of the scale more than those at the higher end.
Rani Kanthan and Jenna-Lynn Senger, “The Impact of Specially Designed Digital
Games-Based Learning in Undergraduate Pathology and Medical Education,”
Archives of Pathology and Laboratory Medicine 135, no. 1 (January 2011): 141,
www.ncbi.nlm.nih.gov/pubmed/21204720.
Serious games benefit students with less self-motivation and
lower grades.
RichardVan Eck, “Digital Game-Based Learning: It’s Not Just the Digital Natives
Who Are Restless,” Edu- cause Review 41, no. 2 (2006): 16–30.
76. Right GameType
for Learning Goals
Card games for promoting the ability to match concepts,
manipulate numbers, and recognize patterns
Jeopardy-style games for promoting the learning of verbal
information (facts, labels, and propositions) and concrete
concepts
Arcade-style games for promoting speed of response,
automaticity, and visual processing
Adventure games for promoting hypothesis testing and
problem solving
RichardVan Eck, “Digital Game-Based Learning: It’s Not Just the Digital Natives
Who Are Restless,” Educause Review 41, no. 2 (2006): 16–30.
77. VII. Critiques of Gamification
Trivialization
“Exploitationware”
:Counterfeit rather than genuine incentives?
Motivation
Intrinsic
Extrinsic
Rewards
Tangible
Verbal
78. Deci, Koestner, and Ryan conducted a meta-analysis of 128
studies on the effects of extrinsic rewards on intrinsic
motivation.Their meta-analysis showed that “engagement-
contingent, completion-contingent, and performance-
contingent rewards significantly undermined free-choice
intrinsic motivation . . . , as did all rewards, all tangible rewards,
and all expected rewards. Engagement-contingent and
completion-contingent rewards also significantly undermined
self-reported interest . . . , as did all tangible rewards and all
expected rewards. Positive feedback [i.e., verbal rewards]
enhanced both free-choice behavior . . . and self-reported
interest.Tangible rewards tended to be more detrimental for
children than college students,” and verbal rewards tended to
be less enhancing for children than college students.That is,
external rewards undermine intrinsic motivation.
Edward L. Deci, Richard Koestner, and Richard M. Ryan, “A Meta-Analytic Review of Experiments Examining the Effects of
Extrinsic Rewards on Intrinsic Motivation,” Psychological Bulletin 125, no. 6 (November 1999): 627–68, doi:10.1037/0033-
2909.125.6.627.
79. Learners’ Motivation
Unlike in recycling or driving, however, educators care
a great deal about whether a student is intrinsically or
extrinsically motivated to participate in a learning
activity.
What if educational gamification undermines
students’ intrinsic motivation for learning?
Would rewards such as points, statuses, or tangible
prizes reduce or destroy students’ intrinsic motivation
to learn? Is gamification harmful rather than helpful to
learning?
80. Not AllTangible Rewards
NeedTo Be Removed
Gamification used for one-time activity, such as a library
orientation or a promotional campaign, is not subject to its
long-term negative effect on intrinsic motivation.
Gamifying an activity that participants find dull or boring is also
safe from such concerns because there is little intrinsic
motivation to begin with to be undermined by rewards.
Also, gamification that offers an unexpected non–task-
contingent reward can be utilized without the undermining
effect on intrinsic motivation.
Verbal rewards, also known as positive feedback, can be
incorporated into gamification to enhance intrinsic motivation
for adults as long as it is not given in a controlling manner.
Kim, Bohyun. Understanding Gamification. Vol. 51. Library Technology Report. ALA
TechSource, 2015, p.33.
81. Limits of Gamification
Gamification itself does not automatically generate motivation
or engagement. Gamification needs people’s buy-in because
they should care enough to play along.The more closely the
goal of gamification aligns with the goal of a player, the more
successful the gamification will be.
Such gamification minimizes the potential negative effect on
intrinsic motivation because players are already intrinsically
motivated to perform the activity.They may need just a little
extra push to actually do the work.
As the designers of gamification, we also need to ensure that
the rewards attached to gamification are appropriate to the
context and do not pose the risk of distorting the intended
context.
Kim, Bohyun. Understanding Gamification. Vol. 51. Library Technology Report. ALA
TechSource, 2015, p.33-34.
82. Applying GamificationWisely
The fact that the reach of gamification has limits should
not detract from its value.
We need to instead apply gamification wisely,
thoughtfully, and selectively with :
a clear goal,
a thorough understanding of the target audience, the
nature of the target activity, the gamified learning content
appropriate and effective rewards for the intended context.
How to measure the success of gamification should be also
planned ahead in relation to the goal of gamification.
Kim, Bohyun. UnderstandingGamification.Vol. 51. LibraryTechnology Report.ALA
TechSource, 2015, p.34.