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Fun is the Future: Mastering Gamification

Fun is the Future: Mastering Gamification

http://www.youtube.com/watch?v=6O1gNVeaE4g

Gamification Categorization[edit] Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience. It does not aim at creating a game but offering a gameful experience. In a broader sense gamification also includes game context such as in serious games and finite and infinite games.[20]

7 Winning Examples of Game Mechanics in Action Gabe Zichermann is the author of Gamification by Design and chair of the upcoming Gamification Summit NYC, where top leaders in the field - such as those profiled here - get together to share insight, key metrics and best practices. Mashable readers are invited to register with special savings at GSummit.com using code MASH10. Gamification is the use of game thinking and game mechanics to engage audiences and solve problems. In other words, it means taking the best lessons from games like FarmVille, World of Warcraft and Angry Birds, and using them in business. Whether targeted at customers or employees, across industries as diverse as technology, health care, education, consumer products, entertainment and travel, gamification’s impact can already be felt.

The Principles of Gamification Gamification is a relatively modern process that is steadily immersing itself in the rapid acceleration and advancement of modern technology. The principles behind gamification, stem from its ability to sell a product or brand more effectively using meta games to help involve customers on a more engrossing level. These playful experiences, more commonly known as meta games, are used by gamers on the internet as well as on mobile phone devices. The meta games are designed to appeal to those who would not normally associate themselves with gaming formats and thus the greatest challenge is to make meta games universal within differing demographic groups. As already mentioned, the principles that lie at the heart of the gamification concept are concerned with selling a product and brand to its maximum potential and reaching a broad customer base. The Concept of Gamification

As websites become games, understand the trend with the Gamification Encyclopedia 11 January '11, 03:20pm Follow One of the biggest trends we’ve seen on the Web in the past year has been the growing “Gamification” of websites and online services. From Foursquare to Get Glue and and services like One True Fan and even, er, The Next Web, it seems that badges and leaderboards are everywhere right now. Gamification and Impact on Health Care Delivery Dr. Jane McGonigal The goal of Dr. Jane McGonigal’s talk at the 2012 Personalized Health Care Conference: Increase the lifespan of everyone at the conference by 7 ½ minutes.

Education Levels Up! – A noObs guide to Gamifying your Classroom A new way to manage classroom instruction is slowly creeping into the world of education: “Gamification“. Gamifying simply means turning the class content and the way students learn into a game with a rewards system, quests, experience levels, and healthy competition. Gamifying isn’t anything new; businesses and social websites have been using “gaming” to attract and keep users coming back for years now. Here is a short list of groups already gaming:

The gamification brain trust: 6 experts on why game elements are critical in our work and social lives Gamification, or the use of gameplay mechanics to make nongame activities more fun and engaging, has taken off in a big way. Multiple gamification companies made appearances at Salesforce.com’s DreamForce 2012 conference this week with apps that gamify sales via leaderboards and rewards. Gamification resembles the old airline loyalty programs, but now companies can access much more data and feedback from users that can make gamification more scientific and effective. At the MIT/Stanford Venture Lab, Margaret Wallace (far left), the chief executive of Playmatics, led a discussion about gamification at the Stanford Business School in Palo Alto, Calif.

S2T4W3: Gamification, Funware, Puzzle Building, Professor Teaches 1. Exploring Gamification Trends Some games are based on real life (like Football Manager), but what if we made life more like games. This trend has been growing over recent months. It is the trend towards Gamification or the development of so-called FunWare.

much deeper conversation about gamiication but the emphasis is not on education. by wintersnight Jun 24

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