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Gamification in Enterprise Technology. The Future Of Work Is Play. Humans love games. Just check the current news cycle for evidence: The Xbox 360’s sleek, new controller-free gaming device, Kinect, is the fastest-selling consumer electronic product ever. Foursquare has attracted millions of badge-seeking users and aspiring “mayors.” And new programs like Quest to Learn are bringing game dynamics into our educational system. What is it about games that makes them so appealing? What’s the most basic definition of a game? I’m partial to the definition put forth by Katie Salen and Eric Zimmerman in their book Rules of Play: A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.

What are some examples of how I could use the power of games to keep myself motivated during a long, personal project (say, making a documentary film)? The trick here is to turn a long experience that has very limited feedback into something that is broken up into smaller and more rewarding chunks. Gamification and Increased Productivity. Bio Byron Reeves Byron Reeves is the Paul C.

Edwards Professor in Stanford University's Department of Communication, and is Faculty Director of the Stanford Media X Program that organizes research and relationships between industry and Stanford IT researchers. An expert on the psychological processing of media in the areas of attention, emotions, and physiological responses, Byron has published over one hundred research reports about media psychology.

He is co-founder of Seriosity, Inc., a company working on applications of multi-player game technology to enterprise software and productivity, and is co-author (with Leighton Read) of Total Engagement: Using Game and Virtual Worlds to Change the Way People Work and Businesses Compete. To download this program become a Front Row member. ZOOM IN: Learn more with related books and additional materials. For related Britannica content, please search on Britannica's Web site, at www.britannica.com.

50 percent of companies will embrace gamification. If there’s any evidence that gamification has hit its hype peak, this is it. Gartner says that by 2015, more than 50 percent of companies that manage innovation will gamify that process. Gamification is the process of making non-game things more game-like, such as making a business contest more competitive by adding a leaderboard or achievements. In the past year or so, the idea has gained a lot of currency among investors, startups and game industry veterans. We have written many stories about gamification as espoused by Gamification conference organizer Gabe Zichermann and the somewhat different “game thinking” touted by game design veteran Amy Jo Kim, but it’s interesting to see the words of the early proselytizers of this trend emerge from the high priests of enterprise analysis at Gartner.

With Gartner on board, the advocates of gamification can feel like they’re becoming more credible. The employees went wild for it. Don't let cyber attacks kill your game! Does gamification create real business value? Part 2. 7 CRM Gamification Strategies. Salespeople like to feel powerful. People crave feedback, and giving it to them has an interesting side effect: They feel more powerful and in control, and that makes whatever they’re doing “sticky,” meaning they want to do it for longer periods and with greater frequency.

Why is that concept important for CRM? Because, thanks to a practice known as “gamification,” you can design CRM systems that appeal to people’s craving for feedback and rewards, and deliver a powerful sales performance enhancer. By 2014, Gartner estimates that 70% of large businesses will use gamification to enhance at least one of their business processes. The underlying principlepsychologists call it affect motivationgoes for babies making low-hanging mobiles dance or Angry Birds addicts powering their way through 50 levels in one sitting. Being able to impact your environment gives you immediate feedback, which not only makes you happier, but even leads to stronger personality development (at least for babies). 1.

S Musings, Merit Badges: How Salesforce Motivates a Workforce. Merit Badges: How Salesforce Motivates a Workforce Here’s a very serious question: Are the tools your company’s employees use to do their job more or less motivating to that end than the apps, games, and social services they use to do something other than their job? Put another way, does the software your people use for play improve the quality of their work, more than the software they use for work? This is a question that a company called Rypple first started tackling three years ago. Identifying what Rypple was, was evidently hard enough - in 2009, ReadWriteWeb called it an enterprise solution for garnering feedback; two years later, we re-introduced it as a tool for rewarding employees for good performance. Both were partly right. Fortunately for Rypple, Salesforce perceived it as something substantially greater, and today Rypple is being re-reintroduced as the latest cloud-based component in the Force.com arsenal.

Read the full article ► via ReadWriteWeb {*style:<b> </b>*} Phone: (+44) Gamification, Virtual Worlds. Playing with the Definition of “Game Thinking” for Instructional Designers Soon I will be presenting at the ASTD International Conference in Washington, DC. My title for the presentation is Three Mysterious Keys to Interactive Learning: Game-Thinking, Game-Elements, and Gamification. I am presenting Wednesday morning so, if you can make it—it would be great to have you in the session. As part of that presentation, I […] Continue Reading → CAC, RFP and Bigfoot I have had the privileged of teaching a great number of really talented and smart students, this semester has been no exception. Continue Reading → Harrisburg Presentation Resources Here are some resources from my presentation in Harrisburg. 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 Continue Reading → Instructional Games and Narrative Continue Reading → What is the role of gamification. What Is the Future of Gamification? [Survey] Total Engagement. Although published late last year, this book was recently brought to my attention: Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete by Byron Reeves and J. Leighton. The book's site is here, and there are also a number of book excerpts. The Amazon site also has a 'look inside' link.

Serious Games have been a long-time interest of mine. There is a real gem of value in this book. The authors include a number of examples of potential serious games from their interviews with companies, including my former enterprise, which did have a reputation for being less creative in this regard. We connected with Byron Reeves at Stanford a number of times and reviewed his Seriosity work, which also has a blog. I will continue to follow up with additional thoughts derived from this book. Share Your Awards and Achievements (Online and Off) with Score.ly. Score.ly (currently in beta) aims to be the “meta” award site. It connects to your other social network and award sites – such as the typical Facebook and Twitter but also Netflix, GetGlue, Xbox Live, Kiva, etc – and maintains a centralized location of awards for you to keep track of.

Basically it gives you a centralized location to view your collective awards or to ‘brag’ about them via a profile or shout, should you choose to do so. Let’s go over the features of Score.ly below to see if it is worth your time to sign up and connect your accounts. Connecting Your Accounts Upon signing up for Score.ly, you are prompted to begin connecting your accounts to the site. Score.ly connects with many services: It connects using the APIs of various services which is the perfect way to bring in your information. Getting Badges After connecting your accounts, Score.ly will grab your current information and achievements from the external sites.

Sharing Achievements The LeaderMap/SocialMap. 5 Predictions for Game Mechanics in 2011. Gabe Zichermann is the author of the critically acclaimed book Game-Based Marketing (Wiley, 2010), the upcoming Gamification by Design (O’Reilly, 2011) and blogs at Gamification.co. He’s also the chair of the January Gamification Summit in San Francisco. Mashable Readers are invited to attend with a special discount by using the code GSMASH11 at GSummit.com.

This year was the first time most people heard the term "Gamification," the process of using game thinking and game mechanics to solve problems and engage audiences. Although this strategy has always been around us, a combination of factors have made the topic explode onto the scene. But if 2010 was the year we make contact, 2011 promises to truly be the year when game mechanics take over: a potential roller coaster of exciting product, company and organizational launches. 1. Getting fit and staying healthy are some of the hardest things to do. 2. Almost everyone agrees that education needs reform. 3. 4. 5. Why games will take over our lives. Jesse Schell is a game designer and professor at Carnegie Mellon University. Game designer Jesse Schell talks about future of gaming Schell says digital games are going to end up everywhere, even in your toothbrush Wi-Fi toothbrush could track how frequently you brush, alerting advertisers and Web Schell says "gamepocalypse," when everything becomes a game, is approaching (CNN) -- If you think an electric toothbrush is high-tech, wait until you hear about the Internet-enabled version.

Jesse Schell, a game designer and Carnegie Mellon University professor, says toothbrushes will be hooked-up with Wi-Fi Internet connections within five years. The point? Toothbrush makers could offer rewards for frequent brushers, too. Schell says dental hygiene -- and, really, just about everything else -- will become a game. The Web-connected toothbrush is just one example Schell touched on during a recent interview. CNN: You've said games are showing up all over the place. CNN: Has it already happened? VCs level up with “gamification” investments. There are a few different ways to measure the power of a meme in the tech industry.

You can run powerful sentiment analysis on blog posts and message boards, scour trending topics on Twitter, or just follow the money. While it’s no absolute indicator, the appearance of well-respected venture capitalists and angels in a sector is usually regarded as a serious market signal. And “gamification,” or the use of game mechanics to boost interest in non-game applications, is no exception.

The notion of engaging consumers using game thinking and game mechanics has transformed both startup pitches and later-stage company strategies. In the last twelve months alone, over $10 million in seed capital has flowed into a series of disruptive, gamification-centric startups, over $25 million additional capital has gone to businesses betting big on gamification as a core customer strategy, and at least one $100 million fund dedicated in part to gamification has been launched.

Entis is on to something. Gamification is Everywhere. As a general rule, humans want to interact and compete with others. I had a conversation last week about “gamification” and how to incorporate it into user communities. From my previous experience with communities, I am aware of gamifiation and from my use of many popular social sites, I am an active gamification participant.

But I wanted to learn more about the theory behind gamification and game mechanics — and how best to apply it from a community and marketing perspective. According to Wikipedia, “gamification is the process of using game thinking and game mechanics to solve problems and engage users.” Gamification expert Gabe Zichermann says that “gamification is the new loyalty”. And at the 2011 Games for Change Festival, former Vice President Al Gore said that “games are the new normal”. The term and use of gamification has literally exploded in the last 15 months. Google Search Timeline for "Gamification" Tom Humbarger Twitter Stats As Of 10/18/2011 So, why do people play games? Defining Gamification. Gamification Becomes Mainstream. One term we've heard more of this past year is "gamification," the transfer of gaming activities and concepts to more mainstream enterprise software. Certainly, this isn't new: corporate games have been around for a long time; Maritz (the HR benefits company) has built a wonderful business using many gaming techniques.

But this year it seemed that games were everywhere, and not just Foursquare badges and check-ins. Mainstream brands such as AOL and Dell adopted these techniques, we had the first ever gamification conference this year and Gartner even put it on their hype cycle. (Now we know the trend is already overused.) Big Door put together this infographic that summaries some of these points. You can see the citations for the stats here. 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. You’re not making a game 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. “Oh, but that’s different, they sell big games in boxes.” 5. 6. 7. 8. 9.

The Art of Turning Work Into Play. Gamification is a hot topic as of late and has seen marketing, education, and non-profit groups adopting the use of gamification concepts at a rapid rate. While some will say gamification is not true gaming and others see it as an unnecessary distraction, I think both groups may be missing the point. Before I dive into why I believe this let’s recap what gamification actually means and some real world exampled. So what does gamification mean? According to Wikipedia it is defined as follows: Gamification is the use of game play mechanics for non-game applications (also known as “funware“), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications. Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans’ psychological predisposition to engage in gaming.

Why does gamification so often fail? Exploiting the Fun Factor. Core Concepts of Gamification. Applying The Seven Deadly Sins To Successful Gamification.