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Gamification versus pointsfication

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. 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. We think that the gamification can be intended and divided into two different blends and both of them can take advantage of the points and badges mechanics. Both approach can work and bring to a successful experience. Related:  to be sorted

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. Fixed rewards Fixed rewards are given out at a set time, amount, and type and are opposed to variable rewards, which feel more like random rewards. In computer games, fixed rewards are given out when you complete a level or achieve some other kind of clearly defined goal. In web applications fixed rewards are the most commonly used type of reward as they provide clear goals for users to strive for. The right reward at the right time and amount Everyone likes to be told they are doing a good job, but it is essential for rewards to work that they are given out at the right time, in the right amount, and that it is the right rewards that is being given. What rewards is the system giving at the moment? Positive and negative rewards (and punishments) What else?

Gamification Platform | Gamify 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. 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. This process consists of integrating game components like badges, leaderboards, levels of difficulty, etc. into online communities, web site functions, and other aspects of non-game activity online. Gamifying boosts on site minutes, increases strength of community, and inspires more tangible outcomes. Two of 2010′s more compelling social web stories used gamification to strengthen their offering. Consider how the USA Network added gamification to its Psych TV network online.

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. 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). 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 A study of best practices show a number of non-monetary incentives that can drive success (see Figure 2). Level 1: Recognition. Figure 2. Your POV. Designing your gamification models? Related Resources 20110120 Trends: 5 Engagement Factors For Gamification And The Enterprise Reprints Reprints can be purchased through Constellation Research, Inc. Disclosure

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. 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. Gamification is as important as social and mobile Gordon told me, which makes sense, as elements like rewarding people for behavior are pure human psychology.

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. 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. If you consider yourself a gamer, or you’ve ever seen Philip Toledano’s portraits of gamers, you know the kind of passion, drive and emotion that go into gaming. Brain Pickings has a free weekly newsletter and people say it’s cool. Share on Tumblr

[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. Cela, si la gamification est apportée sans dénaturer le message initial. Entretien avec Jordane Paquet, directeur chez Interaction Games, et rencontré à l'occasion de la Serious Game Expo, qui se tenait les 21 et 22 novembre à Lyon. L'Atelier : La gamification est à la mode pour permettre aux collaborateurs de mieux intégrer certains changements et processus. Jordane Paquet : La gamification est avant tout un apport de mécaniques de jeu permettant d'accomplir les objectifs du projet de manière plus qualitative. Mais ne risque t'on pas de lasser les salariés... Bien au contraire, la gamification a pour objectif de stimuler les participants à un projet de communication, de formation ou de sensibilisation. ...Ou de réduire l'importance des projets en les faisant passer par le jeu ? Je ne crois pas non plus.

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. 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. As members progress, they earn digital badges they can share anywhere, from Facebook, LinkedIn, or Twitter, to their own blog, or resume. Ready to Build? Get it Now Want to Know More? Dive Deeper Need Expert Help? Reach Out Many organizations are using BadgeOS to enable achievement recognition and community engagement.

[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. A ne pas manquer, l'échange à bâtons rompus entre Gilbert Reveillon et Fabrice en total désaccord sur ce projet de la ministre. Particulièrement intéressant le retour d'expérience de Marie-Pierre Fleury porteuse d'un projet non éligible alors qu'il s'inscrit dans cette logique. Les stratégies numériques des autorités publiques sont-elles pertinentes ?

[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 modèle français à venir ? Crédits photos : Mudlark

[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? You can buy: Fee: 1800€ Video file command Fee: 1980€ In the first two cases be careful: you can purchase the file for a single use (for archiving, integration of excerpts in a film company, integrating on your blog in a format and / or another player that you selected): you can not then claim as a commercial file: please read terms and conditions prior to purchase that will appear below. NB. Be careful, you're about to acquire the source file that permits generating this video techtoc.tv. This does not in any way correspond to an assignment of copyright or opening any proprietary and / or commercial exploitation of this file. This video is dedicated to use for backup and comfortable viewing in a private setting (under archive, for example if you appear in the film and want to keep track of quality, or to mount a DVD with your response). Thank you for your understanding. Remember to check your mailing address.

BPM, Space and Gamification nostalgia: the year is 1984 and I am Mostly Harmless | BPM redux In 1984 a bit of a phenomenon hit the scene. 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. So, what does it have to do with process and gamification ? Well, in a way quite a lot. There were infrequent missions which cropped up depending on your Elite rating, and in the business focused element of the game the addition of a pilot ranking system added the gamification piece. So, again what does it have to do with process and gamification ? If you combine the mechanics in the right way a merit system adds intrinsic value and urgency to the person performing the process and when playing Elite you were, for your own reasons, compelled to seek out the better opportunities and more effective route or process to achieve the ranking.

Jeux vidéo : Une insurrection anarchiste se déclenche dans un jeu en ligne Près de 1500 joueurs d'EVE Online ont lancé un assaut coordonné contre l'un des centres névralgiques du jeu de rôles en ligne. Leur objectif : détruire l'économie du jeu. L'offensive n'est que virtuelle, mais son échelle fait froid dans le dos. Quatorze mille vaisseaux lancés sur une riche mégalopole dans une attaque suicide collective. Des forces de police en déroute. Dans la plupart des jeux en ligne, les développeurs mettraient immédiatement un terme à l'assaut et banniraient l'ensemble des joueurs impliqués. Far-west spatial EVE Online est un spécimen à part dans le monde des jeux de rôles massivement multijoueurs en ligne (MMORPG), un genre dont World of Warcraft est le plus célèbre représentant. Basé sur un vaste univers de science-fiction situé 21.000 ans dans le futur, EVE Online offre à ses 400.000 joueurs (chiffre CCP Games de mars 2012) un large contrôle sur l'économie et les structures politiques. Feu vert des développeurs

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