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Saas + Gamification = ?

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Social & Collaborative Learning & Engagement. Email Management Made Fun. Predicting the future with Super SaaS, Gamification and a Crystal Ball « Technology Matters. Predicting the future of technology and business software development has never been more difficult, do I play safe and follow where others have gone before (and enter the world of ever increasing patent infringement!)

Predicting the future with Super SaaS, Gamification and a Crystal Ball « Technology Matters

, or do I try something different with possibly higher risk? I’ve been a follower of SaaS and Cloud since the very beginning and often reflect on where it will go next. I’ve said before that I believe Cloud will change our industry forever and now that bandwidth has caught up it offers some clear benefits. However, despite a decade of trying, real success is still limited to just a few vendors. But predicting Cloud adoption is the easy bit… how will SaaS develop in the future? To understand this better we first need to cut through the huge amount of noise, hype, and ‘snake oil’ from software vendors to understand where we are headed.

So what might Super SaaS look like? So, In the gaming industry why are the most successful games still ‘on device’? Food for thought? The Gamification of Business. Work With Steve. Yammer, la gamification aussi. Grâce à son partenariat avec le spécialiste de la gamification Badgeville, l'éditeur dote son réseau social d'entreprise de mécanismes de jeu visant à favoriser l'engagement des salariés.

Yammer, la gamification aussi

Mais contrairement à Jive, dont le module Gamification annoncé le mois dernier permet de lancer des démarches «ludiques» de bout en bout depuis le réseau social (Lire), le choix de Yammer est de ne couvrir que la fin du processus, en faisant la publicité dans le flux d'activité des défis remportés par les collaborateurs et des récompenses qu'ils ont obtenues. Concrètement, depuis la solution de Badgeville, la Behavior Platform, reliée à une application métier (support client, CRM, etc.), l'on définit des défis et des récompenses, et ce n'est qu'une fois l'objectif atteint par les collaborateurs que Badgeville publie dans leur flux d'activité sur Yammer leurs résultats, les portant ainsi à la connaissance de leurs collègues.

Introduction and overview of responses. Introduction and overview of responses The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.”

Introduction and overview of responses

While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli—increasing reaction times, for instance—and in certain situations can improve learning, participation, and motivation. Technology consultancy Gartner has projected 50% of corporate innovation will be “gamified” by 2015. 42% agreed with the statement:

Myengaming SAAS