Gamify - Everything's a Game Gamification: Insights And Emerging Trends Editor’s note: Tim Chang is a managing director at Mayfield Fund. Follow Tim on Twitter @timechange. He’s hosting a workshop on gamification at the Mayfield Fund offices on June 6 and has reserved 10 spots for TechCrunch readers — more details at the end of this post. I have been active in the field of gamification for the past couple of years, working with companies like Badgeville, HealthTap, Gigya, Basis and others on leveraging game mechanics for end user behavior measurement, scoring and shaping. Last week, I participated on an investor panel of at VatorSplash’s Gamification Summit and the group shared several noteworthy points: Gamification is expanding beyond the initial verticals of media and fitness: The next target verticals are education, eCommerce, local retail (example: Belly), and financial services. Gamification and Social often go hand in hand: Just as games come in single-player and multi-player flavors, gamification can be oriented towards solo or social play.
The Future of Gamification Introduction and overview of responses The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.” While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli—increasing reaction times, for instance—and in certain situations can improve learning, participation, and motivation. Technology consultancy Gartner has projected 50% of corporate innovation will be “gamified” by 2015. 42% agreed with the statement:
From Gamification to Intelligence Amplification to The Singularity “Moore’s law became obsolete as far as graphics were concerned. Moore’s law was doubling. It was accelerating so fast that NVida started calling it Moore’s law cubed.” The following article was edited by R.U. I’ve been thinking about the combination of artificial intelligence and intelligence amplification and specifically the symbiosis of these two things. And the question that comes up is what happens when we make machines make us make them make us into them? There are three different Moores’ Laws of accelerating returns. We could be right in the middle of an autocatalytic reaction and not know it. There are two specific processes that I think are auto-catalyzing right now. The first is strong AI. And we’re all familiar with the widely prevalent method for predicting when this might be possible, which is by measuring the accelerating growth in the power of computer hardware. Either way, we can see that AI is the next logical step. We are all Intelligence amplification users. Dr.
Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Recommended Background This course is designed as an introduction to gamification as a business practice. Suggested Readings Course Format Yes.
The Gamification of Life On last week’s edition of Spark, my new favorite podcast, the topic was games and the first segment was a very interesting discussion with Jesse Schell, a game designer who also teaches at the Entertainment Technology Center at Carnegie Mellon University. His thesis is that, while games of one kind or another have always been with us, the ability to store and access huge quantities of data in the 21st century is bringing about the “gamification” of life. The whole discussion is worth listening to (an extended version is also on the show site) but there were two pieces that stood out for me. First, is Schell’s view of school as gaming. People are already talking about how to reorganize [using gaming techniques] school because school is already a kind of a game. People are talking about how can we design that better. That view of education is somewhat disconcerting, but Schell’s thoughts on how advertisers will use gaming techniques are rather scary.
Game Mechanics « Strategic Synergy How much does it cost you to moderate your online community? For World of Warcraft and its 11 million players, those costs include over 2,056 game masters and 66 community forum managers, and probably would have cost much more, if not for game mechanics to prevent conflict and manage community interactions. Gamification is an innovative way to reduce coordination costs, decrease moderation requirements, and promote positive social behavior. New York University professor of New Media Clay Shirky spoke at a TED conference in 2005 about the subject of Institutions and Collaborations. …Because the cost of letting groups communicate with each other has fallen through the floor, and communication costs are one of the big inputs to coordination, [an alternative to starting an institution] is to put the cooperation into the infrastructure, to design systems that coordinate the output of the group as a byproduct of the operating of the system without regard to institutional models. Examples:
Gaming Business Review | Business Intelligence for the Games & Entertainment Industry Green Gamification: Combining Social Media & Game Mechanics to Promote Sustainability Games are like ketchup: widely loved and diversely applied, with an appeal rooted in childhood. In fact, a new report reveals that over 90% of U.S. kids aged 2- 17 are gaming today. Yet the gaming generation has been on the rise for three decades, leading to not only an army of young gamers, but also an influential adult segment. It is small wonder, then, that “gamification” is the most disruptive force to impact marketing since the arrival of social media. Typically defined, gamification refers to the use of game mechanics, such as points, badges, leaderboards and challenges in non-game settings. At its core, gamification is about one thing: fun. Like any marketing strategy, gamification can be applied to encourage frivolous consumption or provide superficial entertainment. The power of gaming is derived from the underlying behavioral psychology that motivates people to play. The Gaming Era is upon us. Traditional industries are green gaming too.
Core Concepts of Gamification Outstanding presentation from Amy Jo Kim, an adjunct professor of Game Design at USC’s Digital Media school, recently named top US-based game design school. She’s also the author of Community Building on the Web (2000), a design handbook for digital communities that’s used worldwide at game studios & universities.[Email Amy]. This presentation was delivered at Casual Connect Seattle, July 2011. A few of the highlights of the presentation and how they compare to sales and marketing: “What are your social engagement words?” My mind map from the presentation: Feel comfortable that Gamification will not turn the world upside down. Related Information:In love with your products more than your customers?
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