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Gamification

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M2 Research - Gamification. M2 Research Shows Enterprise Demand Skyrocketing for Gamification Gamification Summit, New York City - September 15, 2011 - M2 Research unveiled new data and forecasts today highlighting the state and growth of the gamification market, showing the industry moving beyond buzz to real revenues.

M2 Research - Gamification

Set to be revealed today at the Gamification Summit in New York City, forecasts show the gamification market is expected to reach over $2.8 billion in direct spending in the US by 2016, with some vendors expecting revenue growth of nearly 200% in 2012. With greater source data than ever before, M2 has also segmented demand for gamification by industry - showing growth in the Enterprise vertical market and a potential shift in Healthcare gamification toward home-grown solutions. “The massive growth of gamification is plain to see, and these forecasts validate what we’ve observed in the market over the last year,” said Gabe Zichermann, chair of GSummit and CEO of Gamification.Co. Gamification Dynamics: Flow and Art. [In the final installment of his series on Gamification Dynamics, Badgeville's Tony Ventrice puts the concept of flow under the microscope, sharing new research that provides a new window into the popular concept -- as well as examining what aspects of art appreciation translate well to games.

Gamification Dynamics: Flow and Art

The full series includes the original framing article as well as three prior examinations of dynamics: part 1, part 2, and part 3.] When I was working on iPhone games, I spent a good deal of my time reading user reviews of virtually every successful game to grace the App Store. One thing stood out time and time again, and that was the word "addictive. " It seemed to be the highest compliment imaginable.

Granted, the audience wasn't the most erudite, but why this word? Once you played these games, the language started to make more sense. What the customers were calling addiction is a common phenomenon in successful games and tends to go by the name of "flow" in the industry. Mihaly Csikszentmihalyi. ConsultantLive's online game tests medical diagnostic skills. ConsultantLive, a diagnostic resource for health care providers, has launched an online game that tests the medical diagnostic skills of physicians and other healthcare professionals.

ConsultantLive's online game tests medical diagnostic skills

The five-week, interactive Diagnostic Champions' Challenge game is designed to add a competitive and fun layer to ConsultantLive's clinical and educational content. The site argues that games such as this one are effective tools for learning retention. ConsultantLive, which is run by London-based UBM Medica (also owned by Gamasutra parent UBM plc), invites players to solve multiple choice diagnostic scenarios over the next four weeks, completing a new round of questions each week. In the fifth week, the top Diagnostic Champions' Challenge players from each round will compete, and the top physician and non-physician winner will each receive a grand prize of one ounce of gold (currently valued at around $1,650). Diagnostic Champions' Challenge - ConsultantLive.

Facebook Credits: The Future of Game Profits. Gamification is at the core of much of what is going into business systems today.

Facebook Credits: The Future of Game Profits

It is a concept of taking structures from successful game concepts like World of Warcraft and Farmville and applying them to tasks that people would rather not do. It is forming the basis of systems that require behavioral change to work. At the core of Gamification are reward structures based on games and at the core of rewards may be some form of currency like Facebook Credits that can be used to acquire something the user wants. Like frequent traveler miles, this currency may be used to buy trips or physical objects.

However, it is increasingly used to buy game content and that provides an increasing revenue stream to game makers. Games themselves are increasingly being tied to a Freemium model, where the initial game is free but additional in-game content, in-game currency, and faster advancement can be purchased. The opportunity surrounding Facebook Credits is significant. Gamification Platform Matrix. Conventional wisdom has it that sales people love competition.

Gamification Platform Matrix

They want a challenge, beat their friends and colleagues, and be on top of the leaderboard. And sales managers constantly use carrots and competition, because this is what “motivates" sales agents. But is this true? We know that sales reps have to make money for the company. Depending on the product or service sold, the sales process and effort can vary significantly, from products and services which need a lot of explaining and have long sales cycles, to others that need nearly no explanations and sell quickly. . #1 Competition is the opposite of collaboration. When we consider the reason why we start companies, it’s because together we can achieve more than as individuals.

. #2 Only a handful of people compete. If you’ve used competition in the past, have you also crunched the numbers? What is Gamification? - Wanda Meloni - M2 reseach.