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Gamification

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Kill it With Fire: why Gamification sucks and Game Dynamics rule. This is a transcript (sort of)of an Ignite session I just delivered at the Melcrum Digital Communications Summit in London. I don’t like Gamification. It’s been a buzzword for years and too many people seem to be missing the point. Corporate suited types see the engagement people show video games and think “Oh, I’ll have some of that!” (disclosure: I am currently a corporate suited type). All the cherry flavour in the world isn’t enough to mask that medicine. People are smart. Instead, we need to focus on creating intrinsically rewarding experiences. So what makes games intrinsically rewarding? Want to make people run? These dynamics are all based on basic principles. Life is ambiguous. Which brings us to the second main principle. People love dogs for a lot of reasons, but one of them is emotional transparency.

Are you doing well? In contrast, one of the reasons games are intrinsically rewarding is because your performance is always clear. Allows them to expand at their own pace. Thinking, Fast and Slow. Thinking, Fast and Slow is a best-selling[1] 2011 book by Nobel Memorial Prize in Economics winner Daniel Kahneman which summarizes research that he conducted over decades, often in collaboration with Amos Tversky.[2][3] It covers all three phases of his career: his early days working on cognitive biases, his work on prospect theory, and his later work on happiness. The book's central thesis is a dichotomy between two modes of thought: "System 1" is fast, instinctive and emotional; "System 2" is slower, more deliberative, and more logical. The book delineates cognitive biases associated with each type of thinking, starting with Kahneman's own research on loss aversion.

From framing choices to substitution, the book highlights several decades of academic research to suggest that people place too much confidence in human judgment. Prospect theory[edit] One example is that people are loss-averse: they are more likely to act to avert a loss than to achieve a gain. Two systems[edit] Dan Pink: The puzzle of motivation. Smart Gamification: Seven Core Concepts for Creating Compelling Experiences | Amy Jo KIM. The Code of Gamification Ethics. For the last two years, I’ve been quietly talking about a gamification code of ethics. The discussion tends to come up most often at dinner parties and during GSummit, but it’s also been a hot topic during debates about gamification’s role in the future. I firmly believe that part of the reason we get so much snark online for Gamification is not because it’s a passing fad, but rather because it’s a powerful force for change that threatens the existing order.

While we could dodge the question of gamification’s potential to cause harm to society, I don’t think we should. That’s why I want to start a dialogue with the whole community about a code of ethics for our industry — and we need your involvement. Why Do This? How Do We Do This The newly created Engagement Alliance has three core objectives: Education, Advocacy and Research. Here’s the working statement: Join us at GSummit 2014 in San Francisco this June 10-13 to learn how your company can "Recapture User Engagement. " Home | Foldit. Sight.

eLearning: How to Incorporate Gamification Elements. By AJ George If you happened to catch my earlier article on the gamification of learning, then you know that I have been dubious about its effectiveness. To be clear, it's not the premise of having fun in learning that I feel we should be wary of. It's the tendency to turn everything into a competition based more on winning than on learning.

I guess you could say I don't mind using a few tricks from gamers; it's the actual games that have me worried. Short of setting up levels and leader boards and the number of "lives" you get in this lesson, here are some game-like concepts you can use to punch up your lessons. Stories, Yes. We've all heard that it is no longer cool to give a presentation of nothing but bullet points. At a minimum, create a work-like scenario.

An even more compelling story will have actual characters and a string of events. It's the bottom of the 8th in the high-school baseball game. Challenge Learners and Promote Creativity You are in the midst of a zombie apocalypse.