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9338_Gamification_Whitepaper_130812. C_S7. _Day1_Session1. Gamification beyond Business and Future Challenges. Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks. Michael was voted a 2010 Influential Leader by CRM Magazine for his work on predictive social analytics and its application to Social CRM.He's a regular blogger on the Lithosphere's Building Community blog and previously wrote in the Analytic Science blog.

You can follow him on Twitter or Google+. Another announcement: I will be speaking at the CSI Member Summit. Today, I would like to address two more questions posed at Wharton’s Gamification Symposium. Q1: What is gamification? Q5: How is gamification being applied beyond the business world to address societal and public policy challenges? Gamification has been applied in many areas beyond business. Always use positive feedback for motivationDon’t reward people for things they know or believe they should be doing already. Open Question 1: Open Question 2: Keynote Gabe Zichermann at TNW2012. Gabe Zichermann on the Gamification Revolution (GSummit SF 2013) b0gmyBO53ffN. Recherche - gamification. Gamification. Categorization[edit] Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience.

It does not aim at creating a game but offering a gameful experience. In a broader sense gamification also includes game context such as in serious games and finite and infinite games.[20] Another categorization compares gamification with other gameful approaches by looking at characteristics such as spontaneity, rules, or goals:[20] Techniques[edit] Gamification techniques strive to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure.

Another approach to gamification is to make existing tasks feel more like games.[27] Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge,[28] and adding narrative.[27] Applications[edit] Gamification has been widely applied in marketing. The Future of Gamification. 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.”

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: Plus.google. Gamification. Gamification Articles, Posts, Blogs, Videos. Technorati Blogs/Posts Join / Sign In / Help Page Not Found Welcome to Technorati.com! The page requested was not found. You may have reached this page because we forgot to update a link on the previous version of our site.

We have recorded this event and will be doing our best to repair any broken links. If you were looking for specific content, please try searching for it in the search box above, or you might find one of the following links useful: Technorati now has original editorial content written by Technorati Bloggers. Follow Technorati Featured Currently Hot Welcome to thenew Technorati.com The blogosphere evolves and so do we. Keep in touch with Technorati Technorati Media Partners Visit these great blogs in our network: © Technorati, Inc / Technorati Media / Technorati.com / Blogcritics All screenshots on Technorati.com are powered by ShrinkTheWeb. About Technorati / Terms of Service / Privacy / CC License / Write for Technorati / Advertise / Jobs. Us_consulting_GamificationDebate_062012. Us_consulting_TT2012_videotranscript_gamification_022712. WEB-AGenericPlatformForEnterpriseGamification. Gamification in the Enterprise.

For the last few weeks, I've had the title of this blog floating through my head, thinking about how I might work that into a blog post. The reason stems from recent events where I live, Boulder CO. For those of you who don't follow the news, Boulder was hit by what has been called a 1000 year rain and a 100 year flood. We got more rain in about 2.5 days than we usually get in a full year. We more than doubled the previous record for the most rain in a single month--more than 18".

And here's the thing, when that much water comes down in a short period of time, the creek floods. A lot. There are a lot of photos in the article linked to above, but here are a few that I took. This next one shows some ripped out trees, but also the blue-green post in the background on the right is a flood monument. In my own neighborhood, which isn't in a flood plain and not near Boulder Creek, there was some pretty spectacular flooding. After the flooding ends, there's the recovery period. Any thoughts?

9.5 Theses on the Power and Efficacy of Gamification. Gamification: Unlocking hidden collaboration potential. Gamification. Guest post from Researcher Nick Hayes. If you had to go up one level in a train station, would you take the stairs or use the escalator? Most people would choose the escalator. But what if the staircase played musical notes like an interactive piano? This may change things, right? You can apply this same principle to your training and awareness programs -- find your own piano staircase, and use it to begin guiding people to choose the right thing on their own. You can create new technical controls and policies, and you can require employees to sign attestations all day, but these efforts have minimal value (or worse) when there’s no positive reinforcement.

Research : Search : gamification. Global Gamification Market 2012-2016. Gamification is the use of game design strategies in non-game applications to optimize user engagement. It encourages consumers to engage in a particular behavior by taking advantage of the psychological susceptibility of humans to engage in gaming. Gamification is increasingly used in applications such as loyalty programs, social networks, and financial service websites. It is also used in employee training programs. TechNavio's analysts forecast the Global Gamification market to grow rapidly at a CAGR of more than 99 percent over the period 2012-2016. The growth of the Global Gamification market is driven by many factors. One of the major drivers is the need for enterprises to optimize consumer engagement.

Despite the presence of strong drivers, the growth of the Global Gamification market is curtailed by some serious challenges. Gamification is used across all major verticals and industries. Global Gamification Market by End-user Segmentation 2012 What are key market trends? Gamification: A 2013 HorizonWatching Trend Report. PIP_Future_of_Internet_2012_Gamification. | Badgeville, The #1 Gamification Platform for Customer Loyalty and Employee Productivity. It’s no secret that the gamification industry is growing and changing quickly, and here at Badgeville, we’re also making a few... Read post In our latest Badgeville Webinar, “Inside Kendall-Jackson's Mobile Gamification Strategy,” Mark Gordon, Senior Digital Communications Manager... Read Post When Facebook first introduced me to the concept of ‘likes’, I thought it was stupid.

For years, companies have touted that their employees are their greatest assets. Access to an online community is often a full service in itself. Twitter is a powerful platform, but like most networks there are unofficial “rules” - best practices and niche wisdom that can only be gleaned... Late last month, I presented at the Gartner CIO Summit in Phoenix, AZ, and was posed with a unique challenge: to describe gamification, the... ShareThis Copy and Paste. M2 Research - Gamification.

M2 Research Shows Enterprise Demand Skyrocketing for Gamification Gamification Summit, New York City - September 15, 2011 - M2 Research unveiled new data and forecasts today highlighting the state and growth of the gamification market, showing the industry moving beyond buzz to real revenues. Set to be revealed today at the Gamification Summit in New York City, forecasts show the gamification market is expected to reach over $2.8 billion in direct spending in the US by 2016, with some vendors expecting revenue growth of nearly 200% in 2012.

With greater source data than ever before, M2 has also segmented demand for gamification by industry - showing growth in the Enterprise vertical market and a potential shift in Healthcare gamification toward home-grown solutions. “The massive growth of gamification is plain to see, and these forecasts validate what we’ve observed in the market over the last year,” said Gabe Zichermann, chair of GSummit and CEO of Gamification.Co.