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Le double jeu de la gamification

Le double jeu de la gamification
Glisser du challenge dans chaque interstice du quotidien ? C'est tout l'enjeu de la gamification, nouvelle expression à la mode et alléchante potentielle machine à cash. La gamification est un des gros buzz du moment. En janvier 2011 s’est tenu d’ailleurs le premier “Gamification Summit“. Elle consiste essentiellement à se demander ce qui nous attire tant dans les jeux, puis d’en extraire les recettes fondamentales, afin de les appliquer hors du cadre ludique. Au coeur de ce processus se trouve l’idée que le gain de points, l’acquisition d’un statut, sont des moteurs d’amusement suffisants pour encourager les utilisateurs à recourir à un service. Exemple type, Foursquare, application sur mobile où l’on recommande à ses amis divers lieux dans la ville, celui qui en conseille le plus étant à même de récupérer bons d’achat ou coupons de réductions dans certains des lieux recommandés. La gamification roule des mécaniques Un concept largement critiqué Gamification et nouvelles monnaies

http://owni.fr/2011/03/10/le-double-jeu-de-la-gamification/

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Gamification: what are the rules? As multichannel commerce becomes commonplace, it’s more important than ever to focus on long-term engagement and coherence, creating a uniform, satisfying customer experience across every platform. Recently, Gamification has become an increasingly important part of this mix, using game mechanics to enhance UX and guide user behaviour. When it’s done well, the rewards can be impressive; boosting engagement and brand awareness as well as vastly increasing direct conversion, shareability and repeat business. Searching the Brain for the Spark of Creative Problem-Solving But who wants to troll? Let lightning strike. Let the clues suddenly coalesce in the brain — “field!” — as they do so often for young children solving a riddle. As they must have done, for that matter, in the minds of those early humans who outfoxed nature well before the advent of deduction, abstraction or SAT prep courses.

The ten rules of gamification Gamification may have been the buzzword of 2010, but its influence shows no sign of abating in 2011. It is a term derided by game designers, misunderstood by brands and unknown to consumers. So as you set out to “gamify” your business, what are the cardinal rules of gamification? 1. You’re not making a game Gamification is not the same as game-making. Tips on Enterprise 2.0 with Web 2.0 » Blog Archive » The Gamification of Innovation in the Enterprise Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. “Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change,” said Brian Burke, an analyst at Gartner. “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.” Learn more here. Enterprise Gamification Trends

10 Lessons in Creativity From the ArtGame Weekend in Paris ArtGame weekend is a creative and collaborative challenge that brings together developers, game designers, and artists to create mobile artgames. The first ArtGame weekend took place in Paris, France last month. By combining art plus gameplay plus open collaboration, nine ideas became nine artgames - and more than 40 artists, developers, and video game professionals an intense teamwork experience. As you can imagine, we learned a lot. Here are 10 lessons we'd like to share with you. Guest author Julien Dorra organized the first ArtGame weekend in Paris with Nod-a and Silicon Sentier.

SXSW 2011: The internet is over If my grandchildren ever ask me where I was when I realised the internet was over – they won't, of course, because they'll be too busy playing with the teleportation console – I'll be able to be quite specific: I was in a Mexican restaurant opposite a cemetery in Austin, Texas, halfway through eating a taco. It was the end of day two of South by Southwest Interactive, the world's highest-profile gathering of geeks and the venture capitalists who love them, and I'd been pursuing a policy of asking those I met, perhaps a little too aggressively, what it was exactly that they did. What is "user experience", really? What the hell is "the gamification of healthcare"? Or "geofencing"?

The social enterprise's Holy Grail: Gamification meets 'workstreaming' What if you could stop a technology project from becoming a complete disaster by pausing, rewinding and correcting the exact point where things ran amok? What if company interactions were totally transparent? And what if an enterprise could look across all of its workers to mix and match the best skills? Gamification And UX: Where Users Win Or Lose Advertisement The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Some play the same game over and over again — and occasionally, they even get out their 15-year-old Nintendo 64 to play some Zelda. Now, I am not a game designer.

Serious Games? Definitely. Gameification? Too Early To Say. As readers of this blog know, I have a keen interest in serious games. Among other virtues, they provide a way to deal with tough circumstances by changing the way team members interact. In an upcoming research document on the subject, I relate the story of a development team that had to rewrite a creaky old application from scratch. Gamers solve scientist-stumping enzyme puzzle Thousands of gamers playing a crowd-sourced, citizen science project called Foldit have solved a puzzle that's stumped biochemists for more than a decade. Better yet, their discovery could open new doors to a cure for Aids. Scientists had failed to uncover the structure of a retrovirus enzyme which plays a critical role in maturation and proliferation of the AIDS virus.

Learning Chinese words really fast After spending three articles building up our toolkit to learn Chinese more efficiently, the time is now ripe to actually use all these to something genuinely useful. It’s time to make those long-term investments pay off. Of course, as I’ve mentioned before, learning characters isn’t a serial process, so you shouldn’t wait until you’ve finished the earlier steps before using the method I describe in this article. Here’s what you should have read already: This means that you should know why it’s important to know parts of characters as well as the meaning of individual characters. Game guru Jane McGonigal says “gamification” should make tasks 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.

Immediate Rewards for Good Scores Can Boost Student Performance Study on behavioral economics and educational incentives advances debate on how to motivate students Newswise — Test performance can improve dramatically if students are offered rewards just before they are given standardized tests and if they receive the incentive immediately afterward, new research at the University of Chicago shows. Educators have long debated the value of financial and other rewards as incentives, but a series of experiments in Chicago-area schools showed that with the right kind of rewards, students achievement improved by as much as six months beyond what would be expected. The rewards apparently provide students with an incentive to take tests more seriously. One implication is that policymakers may underestimate students’ ability in otherwise low-performing schools, according to the research team that conducted the experiments. Sadoff was joined in her work by John List, the Homer J.

Google tests game-mechanics strategies with Recyclebank 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." It's the first time that the Google Analytics team has done a partnership like this, product marketing manager Sophie Chesters told CNET. Google's real interest is something broader-- that trendy digital buzz term , "game mechanics" or "gamification."

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