Gamification

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"I have always been saying that Gamification is not really a good word to use (sounds very gimmicky and suggests it is created from games), but it should really be called “Human-Focused Design.” Yu-kai Chou Apr 10

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Since 2006 the Khan Academy, named for its founder Salman Khan, has provided free video lectures on subjects such as mathematics, biology and history. As we’ve reported before Khan garnered praise from the likes of Bill Gates (whose foundation invested $1.5 million in the site), but others have been more critical of the lecture-driven approach. Thus far the site has only included prerecorded lectures that offered no feedback or interaction. That’s changing today with Khan Academy’s new computer science section . The tutorials are interactive and live entirely in the browser. Instead of a video, each lesson contains a pane on the left side for students to enter code and a pane on the right that displays the output.

Coders Get Instant Gratification With Khan Academy Programming | Wired Enterprise

http://www.wired.com/wiredenterprise/2012/08/khan-academy/

As websites become games, understand the trend with the Gamification Encyclopedia

http://thenextweb.com/socialmedia/2011/01/11/as-websites-become-games-understand-the-trend-with-the-gamification-encyclopedia/ One of the biggest trends we’ve seen on the Web in the past year has been the growing “Gamification” of websites and online services. From Foursquare to Get Glue and and services like One True Fan and even, er, The Next Web , it seems that badges and leaderboards are everywhere right now. In order to explain this, San Francisco startup Gamify has launched an in-depth Gamification Encyclopedia .
http://www.acceler8or.com/2011/07/from-gamification-to-intelligence-amplification-to-the-singularity/ “Moore’s law became obsolete as far as graphics were concerned. Moore’s law was doubling. It was accelerating so fast that NVida started calling it Moore’s law cubed. ” The following article was edited by R.U. Sirius and Alex Peake from a lecture Peake gave at the December 2010 Humanity+ Conference at the Beckman Institute in Pasadena, California.

From Gamification to Intelligence Amplification to The Singularity

Game Mechanics & Design

Reflections and Concerns about Gamification (Part I)

http://techchange.org/2011/06/30/on-gamification-part-i/ (Cross-posted from Aaron’s Blog ) I’ve been a member of Gamespot – a website dedicated to news and discussion on videogames – since 2003. My rank on it is Super Bagman (Level 23) , which I gather isn’t particularly high, since the site suggests you can go up to at least Level 71. I also have a list of achievements for having done mundane things, such as registering for the site, voting for the game of the year, and being a “New Game Ninja,” whatever that means. The details about levelling up in rank isn’t displayed prominently, so I had to do some digging around to find it. Here’s a passage that gives you some idea of what levelling up means:
Overview Tech stakeholders and analysts generally believe the use of game mechanics, feedback loops, and rewards will become more embedded in daily life by 2020, but they are split about how widely the trend will extend. Some say the move to implement more game elements in networked communications will be mostly positive, aiding education, health, business, and training.

The Future of Gamification

http://www.pewinternet.org/Reports/2012/Future-of-Gamification.aspx
http://www.assortedstuff.com/?p=3466 On last week’s edition of Spark , my new favorite podcast, the topic was games and the first segment was a very interesting discussion with Jesse Schell, a game designer who also teaches at the Entertainment Technology Center at Carnegie Mellon University. His thesis is that, while games of one kind or another have always been with us, the ability to store and access huge quantities of data in the 21st century is bringing about the “gamification” of life. The whole discussion is worth listening to (an extended version is also on the show site) but there were two pieces that stood out for me. First, is Schell’s view of school as gaming.

The Gamification of Life

Games are like ketchup: widely loved and diversely applied, with an appeal rooted in childhood. In fact, a new report reveals that over 90% of U.S. kids aged 2- 17 are gaming today. http://socialmediaweek.org/newyork/2012/01/12/green-gamification-combining-social-media-game-mechanics-to-promote-sustainability/#.UVkul9GI70M

Green Gamification: Combining Social Media & Game Mechanics to Promote Sustainability » New York

http://techcrunch.com/2012/05/11/gamification-insights-trends/

Gamification: Insights And Emerging Trends

Editor’s note : Tim Chang is a managing director at Mayfield Fund . Follow Tim on Twitter @timechange . He’s hosting a workshop on gamification at the Mayfield Fund offices on June 6 and has reserved 10 spots for TechCrunch readers — more details at the end of this post.
According to Merriam Webster , competition is defined as 1 : the act or process of competing : rivalry : as a : the effort of two or more parties acting independently to secure the business of a third party by offering the most favorable terms b : active demand by two or more organisms or kinds of organisms for some environmental resource in short supply 2 : a contest between rivals; also : one’s competitors <faced tough competition >

Social Competition = Gamification + Engagement | Traxier Social Competition

http://blog.traxier.com/2011/10/17/social-competition-gamification-engagement/

Education Levels Up! – A noObs guide to Gamifying your Classroom | MrDaley.com

A new way to manage classroom instruction is slowly creeping into the world of education: “ Gamification “. Gamifying simply means turning the class content and the way students learn into a game with a rewards system, quests, experience levels, and healthy competition. Gamifying isn’t anything new; businesses and social websites have been using “gaming” to attract and keep users coming back for years now. http://www.mrdaley.com/wordpress/2011/07/27/education-levels-up-a-newbs-guide-to-gamifying-your-classroom/

Gamification

Gamification is the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems. [ 1 ] [ 2 ] [ 3 ] Gamification is used in applications and processes to improve user engagement , Return on Investment , data quality , timeliness , and learning. [ 4 ] [ edit ] Gamification Techniques Gamification techniques leverage people's natural desires for competition, achievement, status, self-expression, altruism, and closure. [ 5 ]
Gamification Fr

Gamification Industry

Gamification Pearltrees

Game Mechanics « Strategic Synergy

How much does it cost you to moderate your online community? For World of Warcraft and its 11 million players, those costs include over 2,056 game masters and 66 community forum managers , and probably would have cost much more, if not for game mechanics to prevent conflict and manage community interactions. Gamification is an innovative way to reduce coordination costs, decrease moderation requirements, and promote positive social behavior. But before looking at examples of implementations, we first examine how our online infrastructures have evolved.

S2T4W3: Gamification, Funware, Puzzle Building, Professor Teaches

1. Exploring Gamification Trends Some games are based on real life (like Football Manager), but what if we made life more like games. This trend has been growing over recent months.

Yo check out my growing gamification pearl by seanmhines Aug 28