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Smart Gamification: Seven Core Concepts for Creating Compelling Experiences

Smart Gamification: Seven Core Concepts for Creating Compelling Experiences

5 examples of great gamification | Gamification Here, we discover why gamification is an important aspect of web design and take a look at the best examples from around the web. What is gamification anyway? Gamification is the concept of bringing game mechanics or design to something that isn't usually considered game-like, whether it's a website, web app or native app. The goal is to make that traditional platform more engaging by adding a gaming edge to it. Actions and rewards are the basic building blocks of gamifying anything on the web. Deciding on what your users get for which tasks and taking into consideration the numerous different combinations and results will determine the success of your design. Fun and games Gamification by itself isn't the silver bullet to making your website or application awesome. All this will end, however, if you don't focus on making it all fun: there needs to be a relevant reason for people to engage with what you've created. 01. 02. 03. 04. 05. Words: Gene Crawford Liked this?

Un prof bâtit un monde virtuel pour attirer des lycéens vers les sciences | Les mondes virtuels en pédagogie (14) What is Gamification? 7 Winning Examples of Game Mechanics in Action Gabe Zichermann is the author of Gamification by Design and chair of the upcoming Gamification Summit NYC, where top leaders in the field - such as those profiled here - get together to share insight, key metrics and best practices. Mashable readers are invited to register with special savings at GSummit.com using code MASH10. Gamification is the use of game thinking and game mechanics to engage audiences and solve problems. While some have criticized the concept of gamification as shallow or demeaning, the initial findings from gamification specialists are nothing short of astonishing. 1. The first incarnation of the location-based networking field was littered with carnage, leading many to write off the entire concept. Instead of depending on the action of the crowd to provide intrinsic reinforcement (e.g. 2. But Kim wasn’t satisfied. 3. In many countries, speed cameras snare thousands of drivers each year — a quick shutter flash earns a miserable ticket in the mailbox. 4. 5. 6. 7.

Les microcosmes de Colin Thompson : modèles de représentations spatiales collectives Fig. 1 : Dessin de Colin Thompson [The shelf] Parfois, un meuble amoureusement travaillé a des perspectives intérieures sans cesse modifiées par la rêverie. On ouvre le meuble et l’on découvre une demeure. Une maison est cachée dans un coffret. Gaston Bachelard, La poétique de l’espace, 1957[1] L’étude à laquelle je veux me livrer ici porte sur trois albums de l’auteur britannique Colin Thompson. Looking For Atlantis came about because I wanted to do a book that was a cross-section of a house. L’idée d’À la recherché de l’Atlantide me vint de l’envie de réaliser un livre qui serait une coupe de maison. Ce commentaire de Colin Thompson, sur son site Internet, me permet d’évoquer les entrées par lesquelles je veux analyser cette trilogie. Fig. 2 : Couvertures des trois ouvrages :À la recherche de l’Atlantide (1993) / Ruby (1994) / Le Livre disparu (1995) Né en 1942 à Ealing dans la banlieue de Londres, Colin Thompson arrive tardivement à la littérature jeunesse. Imprimer ce billet

You’d Be Surprised By What Really Motivates Users Editor’s note: This article is adapted from Hooked: A Guide to Building Habit-Forming Products, a new book by Nir Eyal and Ryan Hoover. Earlier this month, Twitter co-founder Biz Stone unveiled his mysterious startup Jelly. The question-and-answer app was met with a mix of criticism and head scratching. In an interview, Biz articulated his goal to, “make the world a more empathetic place.” We hope a few insights gleaned from user psychology may help the Jelly makers improve their jam and provide some tips for anyone building an online community. Lesson 1 – The Right Reward In May 2007, entrepreneur and Internet celebrity Jason Calacanis launched a site called Mahalo. People who submitted a question would offer a bounty in the form of a virtual currency known as “Mahalo Dollars.” At first, Mahalo garnered significant attention and traffic. Calacanis blamed Google’s algorithm update for having a major negative impact but said Mahalo was, “growing very slowly” even before the change.

Gamification Platform | Gamify Mondes ActiveWorlds, quelques caractéristiques Presentations Introduction Gamification has many ever-changing components to it, from psychology to design and implementation. Here are a few external resources we have vetted and compiled to help supplement your knowledge on the subject. Gamification Studies A collection of scientific papers and studies on gamification and related fields. A RECIPE for Meaningful Gamification This article introduces six concepts - Reflection, Exposition, Choice, Information, Play, and Engagement - to guide designers of gamification systems that rely on non-reward-based game elements to help people find personal connections and meaning in a real world context. A Review of Gamification for Health-Related Contexts The paper's focus is to introduce theoretical aspects of gamification and its potential impact on health-related contexts, as well as present the state-of-the-art on how gamification is being employed in such contexts.

How to Use Game Mechanics to Reward Your Customers There's a green card. Then there's silver, gold, and platinum. And then there's the Centurion—the black American Express card. Which do you want in your wallet? A handful of luxury brands have for decades used promises of status to encourage customers to spend more through loyalty to their brands. Today, brands of all stripes are experimenting with the psychology of status and power in rewarding customers. Consider Foursquare, a company built entirely on a game-design model. The new rewards ecosystem is a marketer's dream. "Historically, customer engagement was something big brands did a lot better due to full scale loyalty programs," says Gabe Zichermann, a blogger who authored Game-Based Marketing and who hosts of the Gamification Summit. That's changing. Rewarding Customers Through Gamification: Why Game Mechanics? People are hard-wired to enjoy positive reinforcement. "Foursquare was a really great early example of this happening," McGonigal says.

ActiveWorlds : 3D Virtual Worlds, build your own virtual 3d avatar world in minutes. How Deloitte Made Learning a Game - Jeanne C. Meister by Jeanne C. Meister | 8:00 AM January 2, 2013 “Training is a funny thing,” James Sanders, Manager of Innovation at Deloitte Consulting, told me recently. “No matter how easy you make it to access, or how brilliant the learning programs are, training is simply not the first thing people think of doing when they have some free time. Let’s face it, for most people, on a typical Sunday morning, if given the choice between ‘Am I gonna watch ESPN, or am I gonna do some training?’ training will not win out.” And yet, by using gamification principles, Deloitte has seen use of its Deloitte Leadership Academy (DLA) training program increase. Gamification takes the essence of games — attributes such as fun, play, transparency, design and competition — and applies these to a range of real-world processes inside an organization, including learning & development. Deloitte is well on its way to staying ahead of the trend. DLA’s design of its leaderboard is also instructive. Who is your audience?

The ten rules of gamification Gamification may have been the buzzword of 2010, but its influence shows no sign of abating in 2011. It is a term derided by game designers, misunderstood by brands and unknown to consumers. So as you set out to “gamify” your business, what are the cardinal rules of gamification? 1. Gamification is not the same as game-making. Gamification is about using game-like mechanics to improve a business process, or customer experience, or profits. Game-making is about fun and wonder and challenge and art. “Want more hovertanks? So stop thinking about how you can build a real-time strategy game with resources allocated according to your customers’ weekly shopping bill – “Want more hovertanks? 2. See #1 above. What is the point of your game? Go away. 3. Gamification can be very powerful. Can you achieve it without gamifiying? In short, realise that gamification is no quick fix or panacea. 4. Seriously. Big games companies like Activision have massive marketing budgets for their games. 5. 6. 7. 8.

Three Thoughts on #Games & #Gamification Harrisburg Presentation Resources Here are some resources from my presentation in Harrisburg. Defining and Exploring Gamification from Karl Kapp Here is some additional information. Articles and Blog Entries of Interest 8 Types of Stories to Effect Change Storytelling and Instructional Design Eight Game Elements to Make Learning More Intriguing Games, Gamification and the Quest for Learner Engagement Gamification, […] Continue Reading → 2014 DOE Symposium Conference Resources Here are my resources for the 2014 DOE Symposium Conference. Continue Reading → Great fun at ITEAA Conference & Introduction of Exciting Game-Based Learning Modules Last week I had a chance to attend the ITEAA Conference which is the conference of the International Technology and Engineering Educators Association. Continue Reading → Instructional Games and Narrative Instructional games work best when there is a narrative that provides the learner with the proper context for the learning that needs to take place.

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