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Steven Poole is the author of Trigger Happy (2000. New York, NY: Arcade Publish), Unspeak (2006. New York, NY: Grove Press), and You Aren’t What You Eat (2012. In press).
Gameplay has a lot to teach us about motivating participation through joy. ‘Gamification’ is a new term, coined in 2008, for adapting game mechanics into non-game setting — such as building online communities, education and outreach, marketing, or building educational apps. Here are some ideas for how to do it.
20 June 2011 Last updated at 19:15 ET By Katia Moskvitch Science and technology reporter, BBC News How Microtask's Digitalkoot game helps weed mistakes out of the Finnish National Library's e-archives One more step, and a tiny creature will cross the bridge and get to safety. Just one more step - but letters do not match, the fragile structure blows up and the brown mole falls into a digital abyss.
Taking the rules of video games and applying them to everyday life was billed as the next big thing, something that would transform everything from dull office work to how we exercise. But can it really work? Brushed your teeth this morning? Congratulations, you get 20 points. Hit your quarterly performance target early? Good work, you get half a day's extra holiday.
What jobs in gamification are out there? One of the questions I’m asked most frequently is how to build a career in or with gamification. The industry is growing rapidly, with companies on track to spend over $2.5Bn directly on gamification products and services by 2016, with at least 5,000 jobs created as a result. But because gamification cuts across industries and functions, it’s not always immediately obvious what job title best suits a “gamifier” and what kinds of companies need your skills.
by AJ George After covering gamification in a few articles, I've been getting lots of feedback requesting more information. I've been doing a bit of research recently and came across the Yu-kai Chou & Gamification Blog .
We refer to "playfulness" in user experience when talking about interface or design elements that are aimed to let the users play. There a number of different explanations to this technique; here's my favorite one: When designing a website, we usually focus on definitive paths that would bring the user to our ultimate goal (or goals) - be it a sign-up page, shopping cart or anything else. With playful user experience we do the opposite thing: we try to stop the user's browsing and let him play.
I recently attended a lecture by Matt Jones on the topic of Playful Design. Matt was talking primarily about engaging users and customers through a process of playful discovery, in which fun and quirky features are designed into products, allowing users to engage in entertaining passive exploration of the product. Playful features could have a purpose or simply be there as a wink to the user.
Editor’s note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here . My gamification post two weeks ago ( which described everything you really need to know ) struck some nerves, especially as it came out just before a Gartner report claiming that 80 percent of gamified projects would fail. I received emails from several folks who had unsuccessfully tried to gamify their service and found the process frustrating, or felt that they had been sold some snake oil.
Michael Wu, Ph.D. is
[ In the first installment of this series, Badgeville's Tony Ventrice looked to frame the discussion around what's possible with gamification by attempting to discover what makes games fun. In this article, Ventrice delves into the first two of his seven identified dynamics of game design .] Growth describes a sense of direction and progress. It is a fundamental aspect of humanity, the first great challenge of adulthood, and a typical source of midlife crisis. When you ask a child what they want to be when they grow up, you're asking about their plan, their direction for life. When, old and shrunken, you look back over your life, satisfaction lies in what you've accomplished.
For those who are new to the whole term and discussion of gamification here’s a quick and basic 101 on the subject from my experience at the conference: When I was gaming it was Kokotoni Wilf , Jet Set Willy and the crazy blue hedgehog (bearing in mind this was during the ZX Spectrum and Sega era—yes I’m that old). Although the graphics and layers of game play has increased exponentially the fundamentals of creating player engagement has somewhat remained the same. Great games are built around a narrative the players / users to interact with whilst completing tasks, getting rewarded, levelling up and having fun. A great introduction to think about game theory is the Bartle’s Test (created in 1996), which attempts to defines what player type you are in an online game ( take the test ). There are four:
It's always surprising just how polarizing the idea of gamification is. Some people love the concept of adding game-like elements to all different types of social and commercial interactions, while others hate it with a seething vehemence, either because they're "gamers" who hate seeing their favorite art form debased, or because they're anti-gamers, who don't see the need to make everything in life so damned amusing. Georgia Tech professor and part-time game maker Ian Bogost is one of the more vocal opponents of gamification in its many forms. If he’s not debating about how social games are evil , while creating and maintaining his own social game parody (the actually quite clever Cow Clicker ), then you will often find him talking and tweeting about how gamification is some cheapened form of game creation that has been co-opted by commercial interests.
Comments (149) Want to comment on your site? The trackback URL is http://www.bogost.com/mt/mt-tb.cgi/2211 Seemed over the top until i heard some gamification proponents speak. i still think creating participant structures that correspond to real world actions 1) will be done, and 2) can be done in more humane, just, and pleasurable ways. As an educator, I do this all the time (of course, as do you).
Tearfund, the Christian international aid charity, is looking to drive engagement with young supporters with the launch of a mobile gaming platform. The charity, which is the sixth largest NGO in the UK, is building a mobile app that that incorporates social media channels and gaming strategies such as rewards and achievements, in a bid to encourage more young people to become involved in its work and make volunteering efforts into a “shared social action”. The charity hopes the mobile app will offer a new mechanic to engage young people as the traditional model is suffering. NfpSynergy’s recent Youth Engagement Monitor revealed that the number of young people who volunteer has fallen for the first time since 2008. Tearfund’s initiative is the latest example of a brand turning to gamification to build long-term relationships with consumers, but the charity says it is the first time a third sector organisation has embraced it.