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. 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.
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.
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. 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.
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 → 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. 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. 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. 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. 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. 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. 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. 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.
Why does gamification so often fail? Exploiting the Fun Factor. Video games have been big business since Atari released the first coin-operated smash hit, Pong, in 1972. By 2010, U.S. consumers were spending nearly $16 billion annually on video-game software, trumping the $10.6 billion spent on movie tickets that year. Video-game hardware and accessories brought in another $9 billion. Core Concepts of Gamification. Applying The Seven Deadly Sins To Successful Gamification. Published on February 23, 2011 by R "Ray" Wang The Seven Deadly Sins Draws On The Dark Arts Conversations with game designers and gamification experts over the past month highlight how important design should appeal to the human spirit.
Intrigue, reward, status, community, and challenge drive 5 key areas of engagement.