» Why Gamify and What to Avoid in Library Gamification ACRL TechConnect Blog. In my last post, “Applying Game Dynamics to Library Services,” I presented several ideas for applying game dynamics to library services. After the post, I have received a comment like this, which I thought worthwhile to further explore. What about the risk of gamification – the fact that it can deprive people of internal motivation for serious activities by offering superficial external rewards? We tend to associate the library with learning, research, scholarship, and something serious. By contrast, games make us think of fun. For this reason, it is natural to worry about a library or any library-related activities such as reading, studying, researching becoming frivolous and trivial by gamification. In an effort to address this concern, I will point out that (a) gamification is a society-wide trend (and as such, highly likely to become not so frivolous after all), (b) what to avoid in gamifying libraries, and (c) what the limit of gamification is in this post.
Why gamify? Notes. Gamification: How Can We Work It? Les dossiers de l’été – La gamification solidaire. Reality. Editor's note: Seth Priebatsch, founder of mobile companies SCVNGR and LevelUp, is an expert on the way games and game mechanics are changing life in the real world. (CNN) -- On October 20 in a small town in Louisiana, there will be a rodeo, complete with the prerequisite boots, bulls and Marlboro-man doppelgangers. But this particular rodeo will take place not at a fairgrounds, but at the Louisiana State Penitentiary, also known as "Angola. " The riders are untrained inmates who have earned the right to participate -- and feel up to 6 seconds of freedom atop an angry bull -- in a highly calculated and wildly effective prison reward system.
Oh, we'll get back to that. First, though, I want to acquaint you with Burl Cain. He's the Angola warden that I'm fairly convinced moonlights as a savvy game designer. In 2004 Cain was charged with giving a makeover to America's largest and bloodiest maximum-security prison, home to 5,300 violent offenders. It was a Goliath-sized task. Basketball Team Duesseldorf Magics: Trashbasket. Badgeville and PeopleBrowsr Partner to Bring Gamification Rewards and... -- PALO ALTO, Calif. and SAN FRANCISCO, July 25, 2012. PALO ALTO, Calif. and SAN FRANCISCO, July 25, 2012 /PRNewswire/ -- Badgeville, The Behavior Platform and global gamification leader, today announced an exclusive partnership with PeopleBrowsr, the social media data company, as the only gamification solution which can incentivize and reward specific user behavior across Facebook, Twitter and other leading social sites.
This extends Badgeville's Behavior Platform to not only track user behavior occurring across the brand's own ecosystem of websites and internal applications, but also across the social graph independent of these experiences. The is the first time that specific actions occurring directly on Facebook and Twitter can be captured and rewarded within a gamification platform. "Smart gamification is fundamentally a data challenge, where the more information you are able to track on user behavior, the more powerful your program becomes at moving the behavior needle," said Kris Duggan, CEO, Badgeville. SOURCE Badgeville.
Les réseaux sociaux, nouvel Eldorado pour les recruteurs. 8 juin 2011 par TH - Mots clés : staff - recrutement - (note moyenne pondérée par le nombre de votes) La chaîne Marriott International est un pionnier du recrutement sur les réseaux sociaux. Ainsi, selon le Wall Street Journal, le jeu accessible sur Facebook « Farmville » a inspiré la chaîne, qui a créé « My Marriott Hotel ». Le principe du jeu Farmville est de développer sa ferme ; les utilisateurs étant des fermiers, ils ont pour mission de planter, récolter, gagner de l’argent avec leur récolte… Le jeu dévoile donc des capacités et des compétences chez ses utilisateurs, et c’est ce principe qui a intéressé les recruteurs de Marriott. Au sein de « My Marriott Hotel », le joueur endosse le rôle de general manager d’un restaurant et doit gérer le budget, les stocks, les commandes, la répartition des tâches… Pour le moment, le jeu ne concerne que la partie « cuisine » mais sera rapidement étendu aux autres départements de l’hôtellerie.
My Marriott Hotel. À quoi servent les jeux sociaux pour une entreprise? Andrzej's Blog | Thoughts about Gamification, Technology and Games. 2012-06-gamification. Comment la gamification crée de la valeur et renforce la fidélisation www.myfangroup.com Introduction et définition Letermedegamification(ouludificationenfrançais)arécemmentémergépourdécrireunprocédé interactifquis’appuiesurnotreinstinctdejoueur,àlarecherchedereconnaissance etderécompenses,pourguidernotreaction.
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Features - Fun is Boring. Fun is Boring By Neils Clark In the two weeks before writing this piece, I've seen easily a dozen scattered, derivative definitions of fun. Five page "manifestos" and weird Rubik's Cube personal philosophies. No respite at DigiPen the other day. "Oh, sweet," says one edgy-looking student. "Neat," I say. I click to the first slide, a cropped image of the cover. "Uhh, Raph? " "Ian Bogost's Persuasive Games? " "I stared at the first page for awhile. " "Good enough. " Fun is a lazy word. Let's pick on fun, specifically. Fun is a process. Testing early and often doesn't just work out bugs. That fun process sometimes gets a few tries. Hayashida said, "What you have to do is make an investigation at every new stage and say, 'Okay, which of these elements is working well for us, and which of them do we need to think about minimizing, or removing entirely?
'" We already have a vocabulary. Cliff Bleszinski was on fire with these ludic linguistics in this interview with Brandon Sheffield. There are others. Gamification, Rewards, and Dopamine Marketing. Gamification Goes Mainstream [Infographic] | Innovating serious games. Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. Egham, UK, April 12, 2011 View All Press Releases Analysts Explore the Role of Enterprise Architects in Gamification at Gartner Enterprise Architecture Summit 2011, May 9-10, London, and June 22-23 in San Diego By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes, according to Gartner, Inc. By 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon, and more than 70 percent of Global 2000 organizations will have at least one gamified application.
"Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change," said Brian Burke, an analyst at Gartner. For example, the U.K.' The goals of gamification are to achieve higher levels of engagement, change behaviors and stimulate innovation. 1. 2. 3. 4. Contacts About Gartner Gartner, Inc. Solving the world’s toughest problems with big data, gamification and crowdsourcing. Jun 29 2012 | Loyalty Today Type Back To Results What if you could tap the untold reams of data you have floating around your organization to solve a major problem – and you could do it in a fun, low-cost way? If you follow the lead of NetFlix and Kaggle, you can do just that. In an intersection of three of the biggest catch phrases of the moment, companies are using crowdsourcing to analyze big data, generating solutions to their biggest problems via online competitions.
By offering a prize for the best solution to a particular challenge, these inventive companies are tapping into some of the best minds the Internet has to offer, without having to hire one person. As best we can tell, the idea came from the consumer space. Any competition with that kind of prize is likely to generate a lot of buzz and a high number of participants. Unlike the NetFlix prize, these competitions carry more modest awards, with many starting at just $1,000 or so (and some even lower than that). On the light side of gamification. Quand les marques investissent la sphère du jeu vidéo pour engager leurs consommateurs. Les avancées technologiques et la prédominance du jeu dans notre société contribuent au développement d’un nouveau modèle appliqué à plusieurs domaines, dont celui de la communication.
Cette approche ludique en phase d’expérimentation chez certains et de révélation chez d’autres n’est autre que la gamification. Initiée il y a plusieurs millénaires pour maintenir en état tout un peuple, celle-ci est plus que jamais d’actualité, à l’heure du « casual gaming ». Effectivement, nous assistons à l’émergence d’une nouvelle génération de jeux qui n’est ni engageante, ni génératrice d’implication, et qui touche de ce fait l’ensemble des internautes.
Or, toucher en masse les internautes et le consommateur en général est une occasion inespérée pour nos marques, impuissantes face à la volatilité de leurs cibles. Ce qu’il manque aux annonceurs, ce sont des stratégies centrées sur des contenus capables d’inspirer et d’engager des audiences. Faire jouer pour engager Un potentiel inexploité. Silicon Valley : ce qu'il faut retenir de l'actualité de la semaine. Singapore AirLine : Gamification et histoire | La magie des marques. L’aérien a toujours fait rêver. Prendre un avion est quelque chose d’assez excitant car on nous transporte vers la différence. Néanmoins, avec l’habitude de voler, une compagnie ne peut plus se permettre de faire asseoir des gens sur une chaise pendant des heures. Il faut nous occuper et nous faire vivre quelque chose.
Le but: nous séduire pour que la prochaine fois, on veuille reprendre cette compagnie… Gros défi surtout quand le facteur « argent » est pas mal décisif. Dans ce domaine Singapore Airline se démarque (bien que KLM se fasse remarquer de plus en plus par ses initiatives « flyées »)! Mais comment faire interagir une compagnie aérienne avec ses anciens, actuels ou potentiels clients ? Singapore Airline capitalise pour sa part sur son histoire. Sur la base de la timeline Facebook, la compagnie invite les visiteurs sur sa plateforme SIAJourneys pour en découvrir sur la marque. Ainsi, on peut: Visuellement: La section du site « passport » est elle aussi bien sympa. Gamification embedded into our lives by 2020 ? The practice of adding game mechanics to encourage engagement is likely to spread by the year 2020 and be embedded in our everyday life. Its roots in pre-digital consumer culture suggest its here to stay. Startups and services are continually finding new ways to implement gamification - the trendy game mechanics and reward systems that appear in everything from check-in apps to office productivity suites.
Some tech analysts predict that these tools will become more embedded in daily life by the year 2020 - with varying theories on how that will manifest. One side agrees that game elements can aid in the areas that they appear in, for example in education, health, business and training. Cultural institutions can impact the trend Many of the experts who responded to the study predict that 2020 is too early to see a full realization of the growing influence of gamification.
“Gamification” could evolve into a more subtle form, with another name. Gamification as a Rewards Systems (?) - Eric D. This post sponsored by the Enterprise CIO Forum and HP. I’ve not really been following the whole “gamification” topic over the last few years but perhaps I should have been. There are some interesting things happening in the space right now. John Dodge points to the use of a gamification program at Fedex called the “Fedex Badge”.
This program is a rewards program that is defined by John as the following: The gamification program rewards and reinforces sharing through The Fedex Badge program. Interesting. Interesting concept for sure. This got me thinking….would a rewards system built around sharing information / knowledge work in IT? So…if you could build a gamification platform as a rewards platform for IT professionals to share knowledge within IT and outside of IT, do you think it would work? I think it would. What do you think? Image Credit: New Game What does a Scrabble game you played in tell about yourself? Gamification Platform Beintoo Secures $5 Million In Series A Funding. Beintoo, which has a loyalty rewards and monetization platform for mobile games, apps, and sites, has secured $5 million in Series A funding led by Italian VC firm Innogest Capital.
The startup won the startup competition at Le Web in Paris last year. Beintoo has managed to get itself onto – it claims – 10 million direct users spanning 100 million devices in less than a year by offering a simple way to effectively put gamification into any app. On Beintoo, users’ activities and time spent in games, apps, and on the web can be translated to “Bedollars” loyalty points which can then be redeemed in online and offline stores says Antonio Tomarchio, CEO. “We find that transforming time spent in an app to real benefits results in high conversion rates.”
Split between Milan and Palo Alto, the company now plans to expand further in North America and Asia, with an emphasis on sales, and partnerships with brands and developers. 6 Ways to Gamify Your Facebook Marketing. Gabe Zichermann is the chair of Gamification Summit (June 19-21) and author of the books Game-Based Marketing, Gamification by Design and The Gamification Revolution out next year. He is also the founder of Dopamine, a strategic consultancy specializing in engagement science.
Despite recent issues with its stock, Facebook remains the juggernaut of social media. With the platform on track to reach a billion users, and a new emphasis on revenue, the company is increasingly focused on how to make social work for business customers. Currently, the most prolific Facebook feature for business is the brand page. At last count, there were more than 42 million of them, with activity that ranged from 10 likes to millions.
As a result, mainstream marketers are increasingly focused on attracting, retaining, and engaging audiences on the platform. 1. Consider your users’ engagement over time through the shape of a funnel. 2. 3. 4. 5. 6. Image courtesy of Flickr, GOIABA (Goiabarea) China's Sina Weibo to Introduce Contract for Microbloggers. Fresh from admitting that it hasn’t fully implemented China’s new rules for microblogs, Web giant Sina is set to introduce a ‘user contract’ for its popular Twitter-like Sina Weibo service at the end of May, as it continues to battle to control sensitive information on the site. The terms, spotted by former TNW editor Chad Catacchio, are in an initial trial phase but will be introduced across the Sina Weibo service on May 28. The move will also see a ‘community committee’, which includes members of the public, established to implement the terms of service.
Update: The contract will also be based on a points system. See below for further details. The list of do’s-and-don’t's contains some rather interesting terms which non-Chinese readers can see in this translated document, which has been worked up by a number of anonymous bilinguals. Article 13) Users have the right to publish information, but may not publish any information that:1. Un "permis à points" sur les réseaux sociaux chinois. Sebastian Deterding: What your designs say about you. Gamification nouvelle tendance de la communication. I've been playing the same game of Civilization II for almost 10 years. This is the result. : gaming. How Starbucks is turning itself into a tech company.