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Infographic: Gamification Becomes Mainstream. One term we've heard more of this past year is "gamification," the transfer of gaming activities and concepts to more mainstream enterprise software.

Infographic: Gamification Becomes Mainstream

Certainly, this isn't new: corporate games have been around for a long time; Maritz (the HR benefits company) has built a wonderful business using many gaming techniques. But this year it seemed that games were everywhere, and not just Foursquare badges and check-ins. Mainstream brands such as AOL and Dell adopted these techniques, we had the first ever gamification conference this year and Gartner even put it on their hype cycle.

(Now we know the trend is already overused.) Big Door put together this infographic that summaries some of these points. You can see the citations for the stats here. E3 2011 Is A Wrap! Oh man was that a lot of gaming.

E3 2011 Is A Wrap!

John, Devin and I just spent the last week deep in the bowels of the massive gaming convention that is E3. We went to the press conferences, played the demos, and livestreamed the show floor thanks to Ustream and John and Jon from TechCrunch TV. It was a bit overwhelming, and, as viewers of our livestream quickly realized, gaming isn’t exactly our niche. But we trudged on, forced to play unreleased games, eat free food and hit on booth babes. Nintendo and Sony brought their A Games this year with the Wii U and the PS Vita. Best Of Show: The Big Three’s Press Conferences: Microsoft: Sony: Nintendo: Trailers: Startup Jogos. Emerging markets will spend billions on games this year. Gamers are expected to spend billions of dollars in emerging markets this year such as Brazil, Mexico and Russia, according to market researcher Newzoo, based in Amsterdam. Newzoo’s data shows that gaming is spreading rapidly around the globe, thanks to online play, mobile games, and new ways to pay for games such as free-to-play games with micro-transactions.

In Brazil, gamers are expected to spend $2 billion on games in 2011. Online and mobile gaming accounts for 68 percent of time spent gaming and 51 percent of spending. “Brazil is leading Western countries when it comes to the popularity of new game platforms and business models,” said Newzoo chief executive Peter Warman. “Even with the current economic growth, paying more than $50 for a game is out of reach for many game-crazy Brazilians.” Games on Facebook and the Google-owned social network Orkut account for 11 percent of spending, while casual game sites account for 15 percent. CHI 2011 Workshop. Overview | Call for Papers | Schedule | Papers | Participants | Organizers Update, April 18, 2011: The paper “Play Society Research Project” by Kuikkaniemi et al. has been replaced with a more recent version (also in the bundle).

CHI 2011 Workshop

The “introductory papers” below are the original extended abstract for the workshop and a workshop paper we organizers wrote to wrap our heads around the term “gamification” – and we sincerely look forward to be challenged on that. We’ve collected all papers in one handy file for your convenience: Bundle of all workshop papers (PDF) Introductory papers. The Future of Gaming: a Portrait of the New Gamers.

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