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Core Concepts of Gamification

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?

Gamasutra - The Art & Business of Making Games 5 Free Gamification Ideas: Motivate Your Employees The Old-fashioned Way Going from good to great in the workplace often means employing gamification to motivate your workforce. Pay and perks or plain supervisor authority aren’t enough: you need to stoke people’s internal fire with drive and purpose. Gamification, the use of game mechanics to alter behavior is a great way to do this, since it taps into the deepest drives that make us human: the need to do well, to feel a sense of purpose and to understand the story we’re in. There are many gamification offerings; some use the old school points and badges. Others use more modern approaches, using narrative based games that tie seamlessly into corporate applications. This idea popped into my mind when I was visiting a call center. So to pay tribute to the power of games that don’t happen on a screen, I decided to list five ways to gamify work, for free: Recommended for YouWebcast: Growth at a Scale Up: How to Grow When You're No Longer a Startup Pat on the back games Pay it forward Stick figure games Raffles

Gamify - Everything's a Game How to Embed YouTube Videos in PowerPoint to Gamify Your Course | DigitalChalk Blog Gamification means using the principles of game design in another context; for example, a training program or an e-Learning course. An e-Learning course that has been gamified will include elements such as challenges, rewards, and repeated attempts. There are many benefits to gamification, but one of the greatest is the way a gamified course can engage and motivate learners. How can a video help gamify my e-Learning course? Videos are an important tool in your toolbox. Along with other gamification elements like transitions, custom slide branching, quizzes, feedback messages and interactive activities, they can provide the finishing touch to your engaging learning course. Videos can be used: To provide a quick overview or a preview of the content. And fortunately, you can easily insert videos from YouTube using two ways: Use PowerPoint itselfUse PowerPoint add-ins like iSpring How can I insert a YouTube video in PowerPoint? 1. 2. 3. 4. Inserting a video avoiding YouTube’s embed code. 1. 2. 3.

Gamification Blog Gaming Business Review | Business Intelligence for the Games & Entertainment Industry 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. 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 is not just for consumer end users, but also corporate employees: Corporations can not only gamify their products and services for consumers and end users, but also leverage game mechanics to make work more fun, measurable, productive, and rewarding for internal employees.

Featured Post | Gamification Archive for the ‘Gamification’ Category 13 Megatrends in MOOCs By Bryant Nielson, Managing Director On March 27, 2014 No Comments Massive open online courses (MOOCs) like the ones offered by Coursera, edX, and Udacity have been around for about two years now, and over the past year or so, I have written about how they have evolved and the impact they have had on corporate training. Now, after several ups and downs, MOOCs are starting to find their place, and it turns out that place is much larger than could have been anticipated: MOOCs aren’t just disrupting how training is delivered; they are changing how companies interact with their employees and others on a much grander scale. As organizations continue to expand their use of new digital learning environments, we can identify some MOOC megatrends that are starting to shape up. Peer Learning and MOOCs: Using Technology to Maximize Employee Learning By Bryant Nielson, Managing Director On December 16, 2013 No Comments Forrester Research

A Few Gamification Examples in Business - Trainingstation Today, I am going to show you some real gamification examples in business. We’ve talked about gamification quite a bit, and I’ve spent a good amount of time lauding how innovative it looks on paper. I cited theoretical scenarios where its many unique strategies can make the training process far smoother and less tedious, and I think most people are in tune with me on this, at this point. The naysayers have mostly silenced, and the proponents have grown in numbers. First up, we have Kudos Badges, which are used by the IBM Connections service. Kudos don’t incentivize heavily, but they do seem to work, which high Kudos being a coveted stat on the site. Connections continues as another example, where it implements a gamification package. As missions are completed, levels are earned, and the standing of a user as an expert in the community will be higher. Xerox is using gamification in a similar, though more fleshed out manner, with a social game mechanic for management training.

2012: The Year Enterprise Gets in the Game : Gamification Of Work This is a guest post by Rajat Paharia, Founder & Chief Product Officer at Bunchball. During 2011, we saw huge traction in gamification, primarily in commercial applications like film and television sites, social communities and consumer brand campaigns. After launching their first gamified fan site, Club Psych, in 2010 with dramatic results, USA Network launched a second-generation gamification program called #HashtagKiller, and the results are even more impressive. For commercial sites, gamification went from “what” to “when” during the past year, with enormous momentum moving into 2012. Enterprises have been somewhat slower to include gamification into business processes, but things are changing. What do we think will happen in 2012 that will turn the tide on enterprise gamification? Rajat Paharia Rajat Paharia, Founder and CPO of Bunchball, founded the company in 2005, and released the industry’s first gamification platform, Nitro, in 2007. More Posts - Website

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