gamification

TwitterFacebook
Get flash to fully experience Pearltrees
http://www.gameifications.com/ Nel lontano 1898 Elias St. Elmo Lewis diede vita vita ad un modello di consumer marketing rimasto in auge per tutto il secolo scorso nonostante numerose modifiche ed adattamenti al progredire delle tecnologie e tecniche. Il suo “ Purchase Funnel ” (conosciuto anche come modello A.I.D.A.) seguiva l’intero viaggio del consumatore (forti analogie col player’s journey introdotto da Amy Jo Kim recentemente nei suoi speech ed ampiamente sdoganato nelle mie lezioni) dal momento in cui veniva a conoscenza di un determinato brand/prodotto fino all’atto di acquisto.

Gamification - I videogiochi nella vita quotidiana - Blog di Fabio Viola

Du bon usage des badges - Essai sur la Gamification | Atelier Français

En décembre dernier, l'Atelier Français proposait une rencontre sur la gamification de la culture , pour explorer comment les industries culturelles s'approprient les mécaniques ludiques pour inventer de nouveaux modes de conception et de production et de nouveaux objets: serious games, jeux en réalité alternée (ARG), livres interactifs et ludiques… Aujourd'hui, Josselin Perrus revient sur la notion fort discutée de gamification à travers un essai intitulé Du bon usage des badges - Essai sur la Gamification. Quelques success stories comme Foursquare, Zynga (éditeur de Farmville), Playfish, combinées à une théorisation par quelques figures internationales (voir par exemple les conférences de Jessie Schell, Jane McGonigal ou Seth Priebatsch) ont donné jour à un terme très en vogue depuis quelques mois : la gamification. http://www.atelier-francais.org/article/du-bon-usage-des-badges-essai-sur-la-gamification
As social games represent a very new hybrid game genre, research on them is still few and far between. Therefore, the Hans Bredow Institute for Media Research convened a one-day academic workshop with selected researchers at the 2010 Games Convention Online in Leipzig, Germany to build a solid overview of the current state of the field, and to identify promising areas and methodological approaches of future research. The report firstly summarises the background, motivation and proceedings of the workshop to then elaborate emerging observations and themes, touching on the technology, economics, design and usage of social games, as well as the general discourse about social games and research opportunities. Together with the growing bibliography and research map on this site, the report presents the results of this workshop. Recommended Citation Deterding, S. (2010): Social Game Studies: A Workshop Report. http://socialgamestudies.org/report

Social Game Studies · Social Game Studies: A Workshop Report

http://meta.gamify.com/ Earn points by asking and answering questions to the best of your ability. Your profile may help you to find opportunities on the Gamification Job Board !

Gamification Q&A | MetaGamify

Sometimes the simplest things are the hardest to define. Everyone knows what a game is, but agreeing on a definition is another story. Wikipedia’s no-nonsense entry defines a game as: “structured playing, usually undertaken for enjoyment…with goals, challenges, rules and interactions.” Jesse Schell is somewhat more fun, saying it is simply “a problem solving activity, approached with a playful attitude” . Although not mentioned in these definitions, a key part of many games is rewards. http://blog.microtask.com/2011/04/gaming-the-system-how-rewards-affect-performance/

Gaming the system: how rewards affect performance

http://code.google.com/p/userinfuser/ What is UserInfuser? From the makers of AppScale comes an open source platform that provides customizable gamification elements designed to increase user interaction on websites. The project involves badging, points, live notifications, and leaderboards. Additonally, the platform provides analytics to track user participation.

userinfuser - Open Source Gamification Platform - Google Project Hosting

Google tests game-mechanics strategies with Recyclebank | The Social - CNET News

It looks like Google has taken an interest in a start-up called Recyclebank , which offers points and rewards for "green" actions like joining curbside recycling programs and installing eco-friendly appliances--it's using it as a test bed for a new beta version of its Google Analytics tracking tool . More specifically, along with a consumer research company called ROI Research, Google Analytics will be parsing the progress and results of Recyclebank's impending "Green Your Home Challenge," and then releasing a research paper about the whole process. The contest in question is taking place over the course of April for "Earth Month." http://news.cnet.com/8301-13577_3-20051000-36.html
http://www.walletpop.ca/blog/2011/04/06/how-the-worlds-biggest-brands-are-gamifying-our-world/

How the World's Biggest Brands Are Gamifying Our World - Walletpop Canada

Toronto native Gabe Zichermann is the world's most visible champion of a business philosophy called gamification. Basically, it's when the mechanics used in video games such as levels, rewards, points and friction are applied to non-game consumer environments in order to produce either, deeper engagement and brand loyalty, or to solve problems. He's written two books on the subject, Game-Based Marketing and the upcoming Gamification by Design (2011). He consults with major business heavyweights including Google, MTV and the New York Times on how they can increase the stickiness of their own brands through gamification. Zichermann also is the chair of the Gamification Summit and editor of the industry's leading publication, The Gamification Blog.
http://www.internetactu.net/2011/02/16/retourner-au-plaisir-de-jouer/

Retourner au plaisir de jouer « InternetActu.net

Par Hubert Guillaud le 16/02/11 | 5 commentaires | 3,214 lectures | Impression La gamification ( Wikipédia , que certains traduisent par “ludification”), c’est l’idée que les règles et techniques de jeux peuvent être transférées dans d’autres domaines, rappelle Nicolas Nova, l’un des organisateurs de la conférence Lift qui se tenait il y a peu à Genève. Ce qui n’est pas sans limites… ni critiques. La vérité sur la gamification

Game guru Jane McGonigal says “gamification” should make tasks hard, not easy | VentureBeat

http://venturebeat.com/2011/01/20/game-guru-jane-mcgonigal-says-gamification-should-be-hard-not-easy/ Gamification, or making a non-game application more engaging by making it game-like, should not make tasks easy for the people undertaking them. It should make them harder, says Jane McGonigal, game research director of the Institute for Future and author of a new book on gamification, “Reality is Broken: Why games make us better and how they can change the world” . McGonigal says Web site owners — including those of major corporations — should make tasks challenging, so that the sense of achievement upon completing them is greater. The assertion is related to McGonigal’s definition of a game, which she talked about at the Gamification Summit today in San Francisco. She said that “games are unnecessary obstacles that we volunteer to tackle.”

HomoLudens

ouer est une fonction vitale pour le développement de l'humain. Le jeu est une activité de socialisation qui permet aux hommes d'apprendre les rudiments de l'interaction humaine. Nos sociétés, depuis le milieu du vingtième siècle valorisent davantage le jeu à tous âges. Ainsi, est-il de plus en plus voué à être utilisé pour des situations d'apprentissage, de réadaptation et réinsertion sociale. (lire la suite) ..
Un article de Wikipédia, l'encyclopédie libre. Johan Huizinga ( 7 décembre 1872 à Groningue - 1 er février 1945 à De Steeg ) est un historien néerlandais , spécialiste de l’ histoire culturelle dans la lignée de Jacob Burckhardt . Huizinga a fait ses études de lettres à Groningue , et a passé ensuite quelques mois à Leipzig , où il a suivi les cours du linguïste allemand Karl Brugmann . Durant ses études, il s'intéresse à l' Inde et apprend le sanskrit . Il soutient en 1897 une thèse sur le rôle du bouffon dans la dramaturgie indienne. Ensuite, il enseigne pendant huit ans l'histoire à un collège de la ville d' Haarlem .

Johan Huizinga - Wikipédia

Gamification is radically changing the way companies do business, driving unprecedented engagement with customers, employees and stakeholders. Find out how your organization and marketing strategy will be transformed through the power of engaging design, and leverage these powerful new techniques to exceed your goals and beat the competition. GSummit (June 19-21, San Francisco) is the only event that brings together leading thinkers in the gamification, loyalty and behavioral engineering space. Over three days, you’ll experience hands-on workshops, share best (and worst) practices, see new products & ideas, disseminate data, inspire each other and network to create a more fun & engaging world.

Gamification Summit 2011 - Game Mechanics, Gamification, Gamify Your Business

Encyclopedia | Game Mechanics Resource | Gamification.org

Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival. A few simple examples are things like earning points and setting goals with Nike+ to motivate yourself to exercise more, and Synchronous Social entertainment such as Turntable.fm , the site where you can virtually DJ for your friends and random strangers -- earning points based on your performance which allows you to unlock cool new avatars to show off your skills. For a full list of examples applied to many different industries, skip ahead .

Portail:Jeu vidéo - Wikipédia

Mario Bros. ( マリオブラザーズ , Mario Burazāzu ? ) est un jeu d’arcade développé et édité par Nintendo en 1983 . Il a été conçu par Shigeru Miyamoto , le créateur de la série Super Mario , et constitue la suite de Donkey Kong .
gamification