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EMC Power Series_Gamification of Everything_8.11.2011_FINAL DISTRIBUTE.pdf (application/pdf Object) The Current, and Unfortunate, State of Gamification « Dakota Reese Brown: Game + UX Designer w/ an affinity for Mobile. If you know me, you probably know that I am I fairly outspoken critic of gamification; the practice of incorporating game design gestures into non-game products and services. The problem is, I could also be considered an early adopter of the practice. The truth is that the interactions we engage in through the course of play, be it an infant’s game of peekaboo or an incredibly complex computer simulation, are so innocent, dramatic, meaningful, joyous, etc., that we would be remiss as designers if we did not attempt to adopt them into our native, non-game vocations.

Before the term ‘gamification’ had been coined, I referred to this practice as ludic interface (meaning game-like interactions and/or communications). However, I am certain that an inconsequential amount of research would quickly show that many came before me with similar theories and intentions. When done with skill, class, and restraint there is nothing wrong with introducing ludic gestures into non-game constructs. 1. 2. Evaluating the efficiency of educational games. It seems that no modern education discussion can avoid the topic of whether educational games should be used as a teaching tool.

Evaluating the efficiency of educational games

On one hand, advocates tout games as the only way to engage today’s distracted students in otherwise boring curriculum material. On the other hand, opponents worry that games may trivialize education, waste valuable class time, and further deplete students’ attention spans for “real-world” situations that are not necessarily as fun. I think that the real answer probably lies somewhere in the middle of these extremes.Being an economist at heart, I have attempted to condense the process of educational game evaluation into a simple conceptual equation: tT * pP = Learning where T = Time spent learningt = The increase in time spent learning, as a result of higher engagement brought about by using the game. T * p = Δ Learning, or If (t * p) > 1 ,The game is worthwhile In contrast, the game Where in the World is Carmen Sandiego? Gamification And The Power Of Influence. In any industry, the need to manage your brand's community is pressing.

Gamification And The Power Of Influence

Companies have invested significant resources into building community on social networks, but as Facebook and other social media sites continue to block access to your user data, smart marketers and business leaders are realizing that the real value of social engagement is found on their own web properties and applications. Gamification offers a means of applying the benefits of social engagement directly to your properties. It is a proven business strategy that enables businesses to influence the behaviors of your entire community, and exceed your user-driven business objectives. Gamification Across All Industries By 2013, according to Constellation Research, more than 50 percent of all social business initiatives will include an enterprise gamification component. Companies across virtually every industry are benefiting from gamification techniques.

[Image: Flickr user Amir Jina] Social Impact Games: Do They Work? Above: Data Visualization of two years of Macon Money-related events and interactions.

Social Impact Games: Do They Work?

Click for more. In 2010, Knight Foundation funded two social impact games as pilot projects in two cities – Macon Money, in Macon Ga., and Battlestorm, in Biloxi, Miss. Unlike past foundation support for digital games, these took place in real-time with real people in the real world and they supported ongoing efforts to tackle local issues. There is already an existing body of research about how digital games have the potential to improve learning and influence behavior. But less attention has been paid to the effects of real-world games – i.e., games that are played out in the physical world.

To learn about what worked, Cause Communications and Network Impact were brought on board to do comprehensive evaluations of both games, and, to communicate the findings in real-time over the course of the games and when final analysis was done. DA12. Learning in immersive worlds. TheGameiT handbook. The Future of Gamification. Introduction and overview of responses The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.”

The Future of Gamification

While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli—increasing reaction times, for instance—and in certain situations can improve learning, participation, and motivation. Technology consultancy Gartner has projected 50% of corporate innovation will be “gamified” by 2015. 42% agreed with the statement: Game-based Learning in Higher Education 2012. 2006 Summit on Educational Games.