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Gamification. Playing Games with Customer and Employee Satisfaction. Playing Games with Customer and Employee Satisfaction January 23, 2014 “Gamification” – the use of game elements like an organized system to accrue points, well-defined rules of play and leaderboards in non-traditional contexts – has become one of the hottest trends in business.

Playing Games with Customer and Employee Satisfaction

A report from respected analyst group Gartner (News - Alert) estimates that more than 70 percent of Global 2000 companies will have at least one gamified application by the end of this year. CATS Conference 2014. Presentations Tuesday, April 29, 2014 Mini Presentations (200 seconds each) from Distinguished Presenters | download pdf |

CATS Conference 2014

Motivational aspecte

Gamification. Speltheorieen. Gamification. FLow. Play in consumer research. Individuals' experiences and hedonic motivations have been frequently explored in consumption contexts.

Play in consumer research

In a seminal article published almost 30 years ago, Hirschman and Holbrook relate playful consumption to other intrinsically motivated activities (e.g. leisure, creativity, hobbies) and find that satisfaction, enjoyment, fun, and other internal, affective and hedonic elements (in addition to personality traits and player performance) motivate consumers to play. Since then, many authors have explored different aspects of play in its relationship with consumer consumer behaviour and consumer culture. I will offer short reviews of some of these articles, hoping this can be useful for those interested in similar topics. At the end, some extra references! 1. 2. A similar definition is the conceptualization of leisure developed by Unger and Kernan. Subjective perspectives on play also have appeared in the marketing literature as a dimension of experiential value. 4. 5. 6. 7. 8.

Serious gaming : onderzoek naar knelpunten en mogelijkheden van serious gaming (Boek, 2006. Gespot: leren door middel van interactieve games. 3 lesser-known gamification strategies for marketers. The growing buzz about gamification can be confusing at best and downright dizzying at worst.

3 lesser-known gamification strategies for marketers

For marketers, it takes some effort to wade through the hype and figure out how to extract what really matters. This category now boasts a number of software tools, while options for strategic guidance remain limited. Gamified marketing campaigns are short-lived without strategy, and an understanding of game mechanics -- the psychological hooks that make video games compelling -- is the best place to start.

The right strategy will take you beyond badges and leaderboards to dozens of alternative game mechanics that await you. These can be combined in different ways to create powerful new experiences that tap into basic motivations. Here are three examples of game mechanic mash-ups that tackle different strategic issues. Gamification. About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges.

Gamification

Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation. A heuristic taxonomy of computer games. When analyzing computer games, categorizations are very helpful. This text summarizes important video game categories and their sub-categories. Introduction Computer games are an area of gaming in their own right and a relatively recent phenomena in our culture. Arguably the first game was Spacewar by S. Russel (1962) which evolved as a spare-time software development on scientific computer equipment.

Action Games Actions games are the largest class of computer games and are typically recognized as defining the genre since most original arcade games were of this type. Holdrinet%200334677. Play in consumer research. Individuals' experiences and hedonic motivations have been frequently explored in consumption contexts. In a seminal article published almost 30 years ago, Hirschman and Holbrook relate playful consumption to other intrinsically motivated activities (e.g. leisure, creativity, hobbies) and find that satisfaction, enjoyment, fun, and other internal, affective and hedonic elements (in addition to personality traits and player performance) motivate consumers to play.

Since then, many authors have explored different aspects of play in its relationship with consumer consumer behaviour and consumer culture. I will offer short reviews of some of these articles, hoping this can be useful for those interested in similar topics. Expeditie Work by Karen Pasman on Prezi. Expeditie Work by Karen Pasman on Prezi. Flow theory. This article or chapter is incomplete and its contents need further attention.

Flow theory

Some information may be missing or may be wrong, spelling and grammar may have to be improved, use your judgment! 1 Definition Flow also called "Optimal experience" is a concept developed by Mihaly Csikszentmihalyi. "the holistic experience that people feel when they act with total involvement" (Csikszentmihalyi, 1975: 36) “… flow – the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” (Csikzentmihalyi, 1991) "A sense of that one’s skills are adequate to cope with the challenges at hand in a goal directed, rule bound action system that provides clear clues as to how one is performing. Csikszentmihalyi (1975) originally identified four flow components: control; attention; curiosity; intrinsic interest.

The 100-Second Guide To Gamification In Education. 5 Reasons We Use Social Media 9.81K Views 0 Likes. 25 Things Teachers Should Know About Gamification. Gamification has been a big buzzword in education in recent times.

25 Things Teachers Should Know About Gamification

Using game-style methods to incentivize students to get their learn on can be fun and effective teaching and learning methods.Take a look at these 25 things that all teachers should know about gamification. See Also: The 100-Second Guide To Gamification In Education From the most simple questions (like, ‘what is gamification, anyway?) To the more complex ideas (goals and structure of using gamification in your classroom) and the history of its use (The Oregon Trail), these 25 bullet points will get you started in the right direction. 21 Simple Ideas To Improve Student Motivation - 21 Simple Ideas To Improve Student Motivation by TeachThought Staff The best lessons, books, and materials in the world won’t get students excited about learning and willing to work hard if they’re not motivated.

21 Simple Ideas To Improve Student Motivation -

Motivation, both intrinsic and extrinsic, is a key factor in the success of students at all stages of their education, and teachers can play a pivotal role in providing and encouraging that motivation in their students. Of course that’s much easier said than done, as all students are motivated differently and it takes time and a lot of effort to learn to get a classroom full of kids enthusiastic about learning, working hard, and pushing themselves to excel. Even the most well-intentioned and educated teachers sometimes lack the skills to keep kids on track, so whether you’re a new teacher or an experienced one, try using these methods to motivate your students and to encourage them to live up to their true potential. From Management to Engagement. As educators, we are always looking for management strategies to try in the classroom.

From Management to Engagement

Note I said "strategies" -- not "solutions. " Many Edutopia bloggers have written about strategies and ideas for classroom management. I've also written a blog on PBL management strategies, but many of those same strategies can be used in non-PBL contexts. 197-202. De hele dag gamen in de klas, waarom eigenlijk niet? Maandag werd bekend dat na de zomer tien ‘Steve Jobs-scholen’ openen in Nederland.

De hele dag gamen in de klas, waarom eigenlijk niet?

Scholen waar de iPad hét centrale leermiddel is. Een mijlpaal op het gebied van vernieuwend leren. One Game Fits All? - Getting Smart by Winifred Kehl - EdTech, gaming, science, Teaching. Gamification Drives Higher Levels of Engagement [INFOGRAPHIC] It’s no secret that gamification is one of the hottest topics in the business world. In my previous post, I shared examples of gamification done right. For more details on the results our clients have experienced through the addition of game mechanics to their programs, check out the infographic below. Download the printer-friendly version here. A gamification strategy, when well designed, supports your existing business objectives rather than creating new ones.

The key is to view the entire experience as a game in which your participants are players, and your business objectives are the score. Don’t play around when it comes to engaging your people. Mr Toledano : Gamers. Serious games movement. Gamification » Fanminds - Fan engagement door gamification. De toekomst van gamification in Nederland - GamificationConf. Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design. STAMFORD, Conn., November 27, 2012 View All Press Releases Analysts Discuss Key Issues During Complimentary Webinar, "Gamification Trends and Strategies to Help Prepare for the Future" on November 28 As gamification moves from the leading edge to more widespread use by early adopters, now is the time to understand and evaluate this important trend, according to Gartner, Inc.

Gamification is currently being driven by novelty and hype. Gartner predicts that by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily because of poor design. For the Win: How Game Thinking Can Revolutionize Your Business: Kevin Werbach, Dan Hunter: 9781613630235: Amazon.com. YouTube. Imagination quotes.

Gaming voorbeelden

7 Examples: Put Gamification To Work - The BrainYard. Symposium Gaming in het onderwijs. Tijdens het symposium Gaming in het onderwijs: leren in een virtuele wereld -waar ik een presentatie mocht verzorgen- is op verschillende manieren aandacht besteed aan de ontwikkeling van simulaties en spellen voor onderwijsdoeleinden. Basisonderwijs. Wat leren virtuele werelden ons? Kessels & Smit; the learning company. 5 Top Augmented Reality Apps for Education. The concept of augmented reality has been in existence for a few years now despite the fact that many users of mobile devices are under the impression that it is a new phenomenon.

Trends for 2011. 20 Apps (Games) for Play-based Learning.