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Gaming News | Gaming Devices. Home. SuperBetter. ESP Game. Ian Bogost. Your roadmap for a healthy green life | Practically Green. The Magic Potion of Game Dynamics. 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 at mich8elwu. When I kicked off this short-series on gaming last week I explained the various game related terminologies. Hopefully we are all on the same page now with the basics. If you are still unclear about the difference between game mechanics, game dynamics, and game theory, please take a minute to review Gamification from a Company of Pro Gamers.

Now we are ready to talk about the cool and interesting stuff. The Fogg Behavior Model The goal of game dynamics is to drive a user-desired behavior predictably. Conclusion. BJ Fogg's Behavior Model. Gamification Wiki. The Zappos Experience. Work.com - Social Performance Management from Salesforce.com. Gamification:Main - Coursera. Persuasive Games: Exploitationware. In the meantime, there's another lesson to learn from Frank Luntz: don't let the opposition set the terms of the debate. Instead, concoct better concepts with which to oppose them. In addition to his many verbal offensives, Luntz is also the architect of defensive phrases like "death tax," which invokes considerably more dissatisfaction than "estate tax. " The latter phrase sounds like it applies to the wealthy (which, as a matter of fact, it does), but Luntz managed to help win much more mainstream support for its possible repeal by removing resentment about its association with wealth and replacing that resentment with disgust at the idea of being taxed just for dying.

And more recently, Luntz has advocated that Republicans opposing Obama's health care reform by calling it a "Washington takeover" that will force citizens to "stand in line" for care. In particular, gamification proposes to replace real incentives with fictional ones. When seen in this light, "gamification" is a misnomer. Gamification in Enterprise Technology. Does gamification create real business value? Part 2. Google I/O 2012 - Ignite.

Jesse schell dice 2010. Smart Gamification: Seven Core Concepts for Creating Compelling Experiences | Amy Jo KIM. Shuffle Brain | Smart games for a connected world.

Gamification

Meaningful Play - coding conduct. Meaningful Play Meaningful Play. Getting »Gamification« Right. Presentation, Google Tech Talk, January 24, 2011, Mountain View, CA. Between promises of plain mind control and warnings of »pointsification«, the debate on »gamification« is deeply split. How to design for a playful experience that is truly meaningful to its users instead of a shallow and transient novelty effect?

What lessons do games offer for user experience design? In this talk, summarising and expanding on previous ones, I provide an overview of the gamification movement, lay out three currently »missing ingredients« – meaning, mastery, and autonomy –, and how they can be translated into design principles and process. Short link: The Power of the Prize. They gave the world guns and butter -- specifically, the AK-47 and margarine. They sent Charles Lindbergh's The Spirit of St. Louis from New York to Paris and Burt Rutan's SpaceShipOne almost 70 miles above the earth -- twice.

They are innovation prizes -- think, X Prize -- and from their origins in the Age of Discovery in the 1500s, they've come roaring back to life in recent years, with foundations, governments, and businesses alike rewarding fantastic achievements. This spring alone, , , and MIT are expected to announce the winners of major business-idea competitions. Some economists -- and some CEOs -- believe that public contests have the ability to usher in a new era of progress by leveraging R&D resources to capture diverse imaginations and tackle everything from Web widgets to massive global challenges.

But what's the real return on a prize? How does an innovation contest go beyond PR buzz to find unexpected, workable, cost-effective solutions to intractable problems? Karim R. David Perry: Are games better than life? Will Wright: Spore, birth of a game. Jesse Schell: When games invade real life. Seth Priebatsch: The game layer on top of the world. Can’t play, won’t play | Hide&Seek - Inventing new kinds of play. I like neologisms.

We need new words because we have new ideas, and ideas are the only things that break the law of the conservation of energy. Where once there was nothing there now is something, and the history of the neologism is a history of those moments of pure creation. ‘Gamification’, that said, can go take a long walk off a short pier. I’m heartened beyond measure to see that it’s been deleted from Wikipedia. ‘Gamification’, the internet will tell you, is the future. That problem being that gamification isn’t gamification at all. Games manage to produce all these drivers by being complex, responsive mechanisms. Games give their players meaningful choices that meaningfully impact on the world of the game. And living or dying is important. It’s crucial that we stop conflating points and games. Firstly, because it devalues points. But secondly, because it misrepresents games. Gamification is the wrong word for the right idea. So, in summary: Or, in other words:

Pawned. - coding conduct. Pawned. Pawned. Gamification and Its Discontents. Presentation, Playful 2010, September 24, 2010, London, UK. Foursquare, Gowalla, Bunchball, Badgeville – it seems like the badge measles have taken over the Internet. From watching TV to fulfilling your hearts' desires, »gameified« applications and »gamification« service vendors doll out points and badges to users, promising anything from increased customer engagement to plain mind control. This talk gives a brief tour through the »gamification« trend, to then insert some caveats, complications, unintended consequences, and hopefully, plain common sense. Short link: Note: This is more or less a companion piece to a previous talk where I point out the potential of games for interaction design: »Just add points?

Studies Find Reward Often No Motivator. Creativity and intrinsic interest diminish if task is done for gain By Alfie KohnSpecial to the Boston Globereprinted with permission of the author from the Monday 1987-01-19 Boston Globe In the laboratory, rats get Rice Krispies. In the classroom the top students get A's, and in the factory or office the best workers get raises. It's an article of faith for most of us that rewards promote better performance. But a growing body of research suggests that this law is not nearly as ironclad as was once thought. A related series of studies shows that intrinsic interest in a task -- the sense that something is worth doing for its own sake -- typically declines when someone is rewarded for doing it. If a reward -- money, awards, praise, or winning a contest -- comes to be seen as the reason one is engaging in an activity, that activity will be viewed as less enjoyable in its own right.

In 1985, Amabile asked 72 creative writers at Brandeis and at Boston University to write poetry. Means to an end. Gamification and Increased Productivity. Bio Byron Reeves Byron Reeves is the Paul C. Edwards Professor in Stanford University's Department of Communication, and is Faculty Director of the Stanford Media X Program that organizes research and relationships between industry and Stanford IT researchers. An expert on the psychological processing of media in the areas of attention, emotions, and physiological responses, Byron has published over one hundred research reports about media psychology.

To download this program become a Front Row member. ZOOM IN: Learn more with related books and additional materials. For related Britannica content, please search on Britannica's Web site, at www.britannica.com. Millennial Moms: Good Gaming at Home. Bio Samantha Skey Samantha Skey works with top consumer internet companies to build scalable business models amid rapid growth. As Chief Revenue Officer for Recyclebank, a New York City-based clean web company, Skey built the company’s advertising and rewards strategy to serve thousands of brands. Recyclebank motivates and rewards green actionsamong mainstream consumers. Skey was Chief Marketing Officer at Passenger, Inc., a social software company providing online community for consumer brands, where she remains an advisor.

A frequent presenter and commentator for digital and advertising business and trade media, Skey lends free time to consult leading organizations in driving social impact through digital engagement. Skey sits on the advisory board of The Bronx Academy of Letters, YouthNoise, ad:tech and SmartyPants Ltd. To download this program become a Front Row member. ZOOM IN: Learn more with related books and additional materials. Successful Gamification: Emotions, Not Badges. Gamification Summit 2012 | GSummit 2012 | Gamification Conference. Gamification:Experts - Coursera. Innovation Games. GameCraft - Gamification as a Service.

Mention - Mention, LLC. Gamification Platform Matrix. Conventional wisdom has it that sales people love competition. They want a challenge, beat their friends and colleagues, and be on top of the leaderboard. And sales managers constantly use carrots and competition, because this is what “motivates" sales agents. But is this true? We know that sales reps have to make money for the company. Depending on the product or service sold, the sales process and effort can vary significantly, from products and services which need a lot of explaining and have long sales cycles, to others that need nearly no explanations and sell quickly.

Either way, competition puts stress on the fragile relationships between sales agents, colleagues, and customers and here are nine reasons why. #1 Competition is the opposite of collaboration. When we consider the reason why we start companies, it’s because together we can achieve more than as individuals. . #2 Only a handful of people compete. If you’ve used competition in the past, have you also crunched the numbers? A Checklist for Evaluating Gamification Platforms. Conventional wisdom has it that sales people love competition. They want a challenge, beat their friends and colleagues, and be on top of the leaderboard. And sales managers constantly use carrots and competition, because this is what “motivates" sales agents. But is this true? We know that sales reps have to make money for the company. Depending on the product or service sold, the sales process and effort can vary significantly, from products and services which need a lot of explaining and have long sales cycles, to others that need nearly no explanations and sell quickly.

Either way, competition puts stress on the fragile relationships between sales agents, colleagues, and customers and here are nine reasons why. #1 Competition is the opposite of collaboration. When we consider the reason why we start companies, it’s because together we can achieve more than as individuals. . #2 Only a handful of people compete. If you’ve used competition in the past, have you also crunched the numbers? Coursera Gamification - Brazilian Group. File:Badge-diagram-2.2.jpg. Open Badges. The collected game design rants of Marc LeBlanc. XEODesign. Our Story XEODesign (pronounced zee-oh-design) is an award-winning firm that helps organizations increase engagement with play.

We identify ways to increase engagement by eliminating factors that prevent play, and we uncover new opportunities for creating experiences based on what players like the most about games. We envision new game-inspired products and services, and we design the player behaviors, game mechanics, and emotions that make them work best. We help our clients innovate and attract new markets through revealing player's hidden motivations and catalyze their team's creativity. Our continuing research on why we play games helps us unearth new methods for increasing engagement with play. Do you know of her 4 Fun Keys? — Jason VandenBerghe, Creative Director Ubisoft It would be impossible to overestimate the extent to which Nicole Lazzaro's research has contributed to a better understanding of play in the context of videogames. — Chris Bateman, author of 21st Century Game Design. Social Infrastructure | Gigya.

BigDoor: Gamified Loyalty and Rewards Programs. Gamification improves user engagement, employee productivity and customer loyalty. Games for Change | Games for Change is the leading global advocate for supporting and making games for social impact. Gamesforchange.org.br. Serious Games Initiative. Coursera. The Fun Theory.