De geheimen van social game succes. White Paper - Serious Gains From Serious Games. Company - Swiss Office - GAME: TEAM LEADER. Wat kunnen managers leren van computer games? Artikel Gepubliceerd: 10 februari 2011 | In: Artikelen > Trends & Ontwikkelingen | Door: Jeroen van Bree Computer games zijn in de loop der jaren een belangrijke factor in onze samenleving geworden. Er is tegenwoordig steeds meer aandacht voor het toepassen van de kracht van computer games op andere gebieden. Ook organisaties vragen zich in toenemende mate af hoe ze games op een goede manier kunnen inzetten.
Dit artikel laat zien dat je met een aantal brillen naar games kunt kijken en dat uiteindelijk het ontwerp van spellen de meeste potentie biedt voor toepassing in organisaties. In 1972 kwam het eerste computerspel op de markt: Pong. Games worden daarmee ook interessant om te bestuderen vanuit een bedrijfskundig oogpunt. Daarmee raken we aan de vraag: wat hebben games en “het echte leven” - meer specifiek: het bedrijfsleven - nu eigenlijk met elkaar te maken? Niveau 1: Technologie De meest voor de hand liggende relatie tussen games en organisaties ligt op het vlak van technologie.
Game-like Engagement for Learning [Slides] « The Usable Learning Blog. Spring Revival: Alternate Reality Game Breathes New Life into Old Course by Ben Betts. “The format really excelled because it was both exciting and capable of being flexed in real-time. Participant feedback was stunning, with players commenting that they really enjoyed discovery ‘through doing,’ which helped to highlight things not always seen on traditional style courses.” Nick Barclay was a man on a mission: re-define the opening week of the Postgraduate Diploma in Applied Management at Warwick Business School.
The Diploma is an entry-level business management qualification targeting the Exec Ed market. Designed to give a solid grounding in business for graduates without a business degree, the course already had a successful seven-year track record, but it was time for an update. Nick stalked the corridors of the business school, keen for new ideas. He was no stranger to experiential learning and when he’d gone looking for ideas for the diploma, one key message had come back to him: gamification. Gamification is a hotly debated term within the game design community.
Games for Change (G4C) -- home. HOW TO: Use Game Mechanics to Power Your Business. Shane Snow is a regular contributor to Mashable and tweets at @shanesnow. This post was co-authored by Phin Barnes, a principal at First Round Capital, SneakerheadVC and creator of the Xbox game, Yourself!
Fitness. He has also served as a consultant to MTV games. Before Foursquare managed to storm social media, GPS friend finders and city guides did in fact exist. Common game elements like points, badges, leaderboards, and levels are proven (and increasingly popular) ways to engage customers and encourage profit-driving consumer behavior. Trip Hawkins, founder of game companies Electronic Arts and Digital Chocolate, says that compelling games need to be “simple, hot, and deep.” Legions of online businesses are following this trend right now as they attempt to integrate game mechanics into their products.
Many of the “games” being built in this flurry, however, are certainly not going to be fun. Poor or late planning gives rise to boring (too easy) or frustrating (too hard) games. 1. 2. Sixty-two Reasons Why "Gamification" Is Played Out | Co.Design. "Game mechanics" are the new digital hotness these days. Fueled by business books like Total Engagement, successful apps like Foursquare, and presentations-gone-viral like Jesse Schell's "gamepocalypse" talk, it seems like every damn thing on the Internet is getting some gamelike interaction grafted onto it like a cyborg appendage. And Sebastian Deterding, a designer and researcher at Hamburg University, has had enough.
He distilled his thoughts on "gamification and its discontents" into an embeddable 62-slide presentation that's pithy and pretty in equal measure. Deterling attacks the gamification trend from a variety of angles, but his argument boils down to this: points, badges, and leaderboards do not a true game make. What they do make is distraction, confusion, and obsession with "fake achievement. " Here's his visual indictment of how points -- a key feature of gamified products, services, and marketing schemes -- miss the point: The whole presentation is worth viewing.