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Gamification

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Jesse Schell: When games invade real life. DICE 2010: "Design Outside the Box" Presentation Videos. Seth Priebatsch: The game layer on top of the world. SCVNGR's Secret Game Mechanics Playdeck. Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”.

Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products. Rght now, that should be a lot of people.

SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck 1. Definition: A virtual or physical representation of having accomplished something. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. SCVNGR. Can HighScore House Actually Help Your Kids Do Their Chores? Fitocracy. Paper Towel Problem Solved. I had a problem. In my classroom bathroom (my room used to be a preschool classroom), I would find tons of paper towel trash all over the floor whenever students washed their hands after a messy project.

I tried just remind them to get their paper towel in the trash can and telling them we shouldn't make our awesome custodians' jobs harder and none of it worked. I printed a really simple sign (shown above) that says: Paper Towel in the Trash Can 100 POINTS!!! Paper Towel on the floor... GAME OVER Added some smiley faces and sad faces and some burst shapes behind the points, laminated it, and taped it to the paper towel dispenser. Design principles. Defeating an enemy; overcoming an obstacle; surviving in the face of adversity: success and failure are at the very core of the game-player's experience. Games offer players a number of choices, some of which lead to success and some of which lead to failure or non-success.

Together with the challenges presented to the player, the fact that the player might fail lends significance to the player's choices and actions. Although failure can be a negative experience, it is also the very thing that makes success meaningful. There are two kinds of failure in games. One kind of failure concerns the player's inability to satisfy a particular success condition that nevertheless remains satisfiable, and another kind of failure takes place whenever the player encounters a particular failure condition.

The manner in which a game responds to player failure is essential to its design. Progress is defined as the act of moving forward toward a goal. Further reading: Gamification as umbrella for social media. Game Dynamics +10 | Eric Friedman - Marketing.fm. 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. 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. Consider golf: Social interaction aside, why would anyone go to a course and attempt to hit a tiny ball into a far-away hole? "Foursquare was a really great early example of this happening," McGonigal says.

Gamification. Veerle Van der Sluys. Game Design, Psychology, Flow, and Mastery - Playing to Win Inde. 'Gamification brengt structuur in innovatie' NUzakelijk onderzoekt de potentie van de trend 'gamification' en stelt de komende weken vragen aan bedrijven, onderzoekers en zelfstandige ondernemers.

Waar zit het succes? Deze week: Thomas van Manen, onderzoeker nieuwe media. Van Manen (25) doet op dit moment onderzoek bij het Verkenningsinstituut Nieuwe Technologie (ViNT), onderdeel van ICT-bedrijf Sogeti, naar de trend gamification. Alle facetten van de trend komen naar voren: van cultuur tot business en van mensen tot software. Rond april 2012 wordt het onderzoek gepubliceerd. Tijd voor een voorproefje. In hoeverre draagt gamification bij aan innovatie binnen een bedrijf?

“In het onderzoek is innovatiemanagement, naast customer engagement en social performance management, één van de domeinen waar ik veel potentie zie voor gamification. Ten eerste kunnen spelelementen zorgen voor een uitdagende interactie tussen gebruiker en het systeem waarbinnen innovatie plaatsvindt. Wat weegt zwaarder: de voordelen of de nadelen? Idea Street | Spark Showcase | Discover & Share Innovation.

Idea Street is an online ideas-management platform that encourages employees to share their innovative ideas for change with a community of likeminded colleagues, and work with those colleagues to help make their ideas a reality. Instead of submitting an idea to a closed suggestion box, like a typical staff suggestion scheme, Idea Street puts ideas out in the open, so that other people within an organization can vote and comment on the suggestions of others. In this way ideas can be refined by the collective expertise within the community and the most promising suggestions can be brought to the attention of relevant decision makers.

Idea Street encourages employees of all grades, roles and locations across an organisation to take part in what becomes essentially a decentralised innovation process. Staff are free to submit ideas on anything that may improve their day to day working lives, how their organization operates or serves its customers, stakeholders or suppliers.