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Gbase. Sebastian Deterding and Agnis Stibe. Pitfalls of Gamification. By Adi Gaskell on September 20, 2013 in Gamification Gamification is undoubtedly big business, with the market set to be worth over $5 billion within the next five years.

Pitfalls of Gamification

Despite it’s increasing popularity however, many gamification efforts fail to achieve the results expected of them. Here are some of the main gamification traps you can fall into. Treating gamification as an afterthought Gamification is without doubt one of the hot trends of the moment, so it is tempting to try and force games onto your existing strategy. Gamification applied correctly should be encouraging the kind of behaviours you wish to see from your employees, so start from there and work backwards.

Not sharing successes This applies not just upwards to the sponsors of the program, but also across the company. Forgetting about motivation What is going to motivate your employees to participate in this? World Peace Game Foundation - World Peace Game Foundation. GLUP : outil en ligne pour créer des serious games (jeux sérieux) Can Gamification Help Enhance The CSR Credibility Of Your Company? Jeux vidéo : Une insurrection anarchiste se déclenche dans un jeu en ligne. Collective Intelligence vs. The Wisdom of Crowds.

One Per Cent: Gamers help crack AIDS protein puzzle. Game-mechanics - Technology driven. Gamification - When Your Customers Participate, Your Business Wins! - Bunchball. RippleQ. Rules of Engagement: How Gamification is Changing the World. Game Frame: Bringing Game Mechanics to Work. By Maria Popova Last weekend, we had the pleasure of Undercurrent’s Aaron Dignan speak at this year’s PSFK Conference where he offered, with wit and rigor, a delicious taste of his new book: Game Frame: Using Games as a Strategy for Success — a compelling case for using game mechanics to transform the way we think about and do work, making play a core driving force of the modern workplace.

Game Frame: Bringing Game Mechanics to Work

This book is my attempt to compartmentalize the relevant information about games and play in everyday life into one quick but actionable read. The truth is, we are born knowing how to play, and how to invent games where none exist. I’m convinced that there is a role for games and play in reshaping the world around us. Most of the the game designers I know imagine a world full of highly engaged people actively becoming the best version of themselves. Best Practices: Applying The Seven Deadly Sins To Successful Gamification. Published on February 23, 2011 by R "Ray" Wang The Seven Deadly Sins Draws On The Dark Arts Conversations with game designers and gamification experts over the past month highlight how important design should appeal to the human spirit.

Best Practices: Applying The Seven Deadly Sins To Successful Gamification

Intrigue, reward, status, community, and challenge drive 5 key areas of engagement. However, some of the masters of gamfication have revealed some dark arts that touch on connecting with human psychology to engage (see Figure 1). One approach is applying the seven deadly sins. Figure 1. Lust appeals to lack of self control and attraction. The Bottom Line: Reward Alignment Of The Seven Deadly Sins With Non Monetary Incentives. Psychology of rewards in web design. Categorized in: rewards, fixed rewards, variable rewards, reward schedules, contingencies There are two fundamental types of reward schedules which fundamentally change how rewards are experienced: fixed- and variable reward schedules.

Psychology of rewards in web design

Fixed rewards. [FR] La ludification permet d'atteindre des objectifs de manière plus qualitative. Introduire des valeurs propres au jeu dans les projets menés par une entreprise facilite la compréhension et l'assimilation.

[FR] La ludification permet d'atteindre des objectifs de manière plus qualitative

Cela, si la gamification est apportée sans dénaturer le message initial. Digital Badges May Highlight Job Seekers’ Skills. Groundcrew. [FR] ''Serious Gaming'' : Que faut-il penser de l'appel à projets de NKM ? - techtoc.tv, web-tv. Article rédigé par Stéphane Rossard Le serious gaming ? C'est l'actualité brûlante du moment avec l'appel à projets dédiés au serious gaming et au Web 2.0 lancé, le 6 mai dernier, par Nathalie Kosciusko-Morizet, secrétaire d’Etat chargée de la Prospective et du développement de l’économie numérique. Dotés respectivement de 10 et de 20 millions d’euros, les appels à projets Web 2.0 et serious gaming concentreront les investissements dans la R&D et l’innovation. La date limite de dépôt des candidatures est fixée au 6 juillet 2009. Rapidement, sur ce plateau, cet appel préempte les discussions des intervenants. [FR] Serious games : à quoi joue-t-on, sérieusement ? - techtoc.tv, web-tv communautaire rich media.

You are a lecturer, journalist, blogger, speaker and you need the source video file? How Gaming Can Save The World And Add 10 Years To Your Life. Gamification graphics. Gamification versus pointsfication. 04 Jan 2011 As many other new disciplines, gamification is evolving day by day with new theories, emerging from studies in games design, human psychology, behavior and other academic fields.

gamification versus pointsfication

We have already discussed about game mechanics and dynamics and their dominant role in producing a gamified environment. The next step is to focus on methods to apply those paradigms in the gamification process. The first attempts, started a few years ago and evolving lately into more complex systems, are heavily based on points and badges, the first and foremost mechanic that can drive the engagement of the user.

But this kind of approach has turned out all of its limits, even when joined with location based systems, made possible by the spreading diffusion of GPS on mobile devices. [FR] Les transports de Londres se transforment en gigantesque terrain de jeu. Et si les réseaux de transports en commun devenaient le théâtre de gigantesques jeux collectifs ? S’inspirant du principe de la Fun Theory, qui voudrait que les comportements éco-responsables soient encouragés par des infrastructures attrayantes pour le consommateur, Chromaroma propose aux utilisateurs du métro londonien une véritable guerre de territoire éco-citoyenne.

Chromaroma est un jeu auquel chacun peut participer, en équipe ou individuellement. Une seule condition : posséder une Oyster Card, équivalent londonien du passe Navigo francilien, qui est l’outil principal du jeu. « Le seul prix à payer pour une personne qui veut jouer est donc celui de son abonnement aux transports », déclare Richard Birkin, ingénieur en charge du projet chez Mudlark. Aujourd’hui, plus de 10 000 inscrits s’affrontent. Un nombre qui ne cesse d’augmenter depuis fin 2010, grâce à un bouche à oreille plus que favorable. The Gamification of Online Communities. Image by com2us The online gaming industry has experienced tremendous success, currently estimated at $10.5 billion by the entertainment software industry.

The Gamification of Online Communities

This incredible market share of consumer interest and revenue and runaway hits like Zenga’s Farmville have caused gaming best practices to spread to the larger web, and in particular online communities. Online content and community creators have noticed, and are seeking to gamify their efforts. Gamify your online experience with the BigDoor Gamification API. Gamification Platform. BadgeStack: A Badge-Empowered Learning System - Produced by LearningTimes. BadgeOS™ is a powerful free plugin to WordPress that lets you easily create achievements and issue sharable badges as your users succeed.

BadgeStack: A Badge-Empowered Learning System - Produced by LearningTimes

Activate the free BadgeStack extension to instantly create Levels, Quests and Badge Achievement Types — and start badging! Each BadgeOS site can be customized to your goals, community, visual identity, and the right mix of social and self-directed activity. You define the achievement requirements and choose the assessment options. Badgeville. Pixelatl. ‪Tim Brown: The powerful link between creativity and play‬‏

Bing Gordon: Every Startup CEO Should Understand Gamification. Former EA executive, KPCB sFund lead and all around inspiring person Bing Gordon led a talk today at the sFund Gamification Summit.

Bing Gordon: Every Startup CEO Should Understand Gamification

In his talk Gordon broke down platitudes like “gamification is important” into key actionable takeaways on how succeed with gamification, takeaways that could be reformatted and applied to any company. When asked why he went through the trouble of putting his guide to how to successfully gamify together for entrepreneurs, Bing told me, “Every startup CEO should understand gamification, because the gaming is the new normal,” referring to the fact that every one who had a Nintendo at 16 also has a brain that works in a way that’s more receptive to game elements. “We are overdeveloping the visual cortex of our customers,” he said. Arthur Brock's Personal Web Site. Social Gaming for Social Change: Introduction and Opportunities. BPM, Space and Gamification nostalgia: the year is 1984 and I am Mostly Harmless. In 1984 a bit of a phenomenon hit the scene.

BPM, Space and Gamification nostalgia: the year is 1984 and I am Mostly Harmless

It had nothing to do with Big Brother or Orwell’s vision of a dysfunctional future but everything to do with business, process and gamification. And Space. Elite, a space trading adventure game hit the streets and immediately swallowed up weeks of my childhood when I was supposed to be studying for exams. Sight. Game Mechanics.