Gamify - Everything's a Game Gamification : réponses à des questions opérationnelles Suite à des remarques de clients, nous échangions récemment à travers notre réseau social interne sur la gamification. J’ai trouvé intéressant de partager ici les grandes lignes de cette conversation. 1. Est-ce que ce dispositif ne s'adresse pas plutôt à une population jeune et éloignée du contexte de l'entreprise qu’à des cibles communément adressées par celle-ci, plus senior ? Le terme "Gamification" (ou "Ludification") n’évoque malheureusement pas le sérieux dont mériterait le concept qui se cache derrière. Air France distribue des Miles à chaque vol par exemple aux voyageurs abonnés à son programme Flying Blue. Un autre exemple connu, c’est celui de la barre de progression que l’on retrouve sur certains site web, qui se remplit au fur et à mesure que le membre saisi des informations sur sa page de profil. La gamification, c’est n’est donc pas du jeu. 2. Le but de la gamification, c’est d’inciter à l’action. Je conseille ici de jeter un coup d’oeil à la "Gamification chart" : 3.
Newsroom | Cigna Adds Gamification Challenge to Coach Calhoun’s Annual Cancer Ride and Walk: Burn Calories/Burn Cancer BLOOMFIELD, Conn., June 04, 2012 - Global health service company Cigna (NYSE:CI) is launching a new challenge as part of its annual sponsorship of the Jim Calhoun Cancer Challenge Ride and Walk : burn calories for cash to fight cancer. Burn Calories to Burn Cancer: At the June 9, 2012 Calhoun Cancer Challenge, Cigna will provide 50 walkers with Fitbit Trackers to measure their steps, distance walked and calories burned, and then Cigna will match the walkers' total calories burned with a cash contribution of $.50 per calorie. (Photo: Business Wire) The challenge is part of Cigna's “gamification” initiative – using electronic devices and online tools as an engaging, interesting and fun way to help people improve their health. At this year’s Calhoun Cancer Challenge, Cigna will provide 50 walkers with electronic devices to measure their steps, distance walked and calories burned, and then match the walkers’ total calories burned with a cash contribution of $.50 per calorie. About Cigna
Insurers Are Plugging Into ‘Gamification,’ But Are Only Beginning to See Its Potential Published in Health Plan Week, April 23 issue, copyright © 2012 by Atlantic Information Services, Inc. Reprinted with permission from Atlantic Information Services, Inc. If UnitedHealth Group had its way, all of its members would own a Microsoft Xbox video game system and would use it every day. But health insurers have yet to harness the full potential of gaming for their members, says Kris Duggan, CEO of Menlo Park, Calif. Bob Plourde, vice president of innovation and research and development at UnitedHealth, agrees and says that despite the excitement over using games to drive member behavior, insurers still have a long way to go and need to make significant investments if they are to achieve sustained results. "If you look at the health care industry in general, it's not the most terribly exciting of times. "How can we take what is out there, like an Xbox Kinect, dance pads, Wii [and figure out] how can we use those technologies in a health or wellness type setting?"
The Future Of Education: An Online University That Charges $199 Per Month For Unlimited Classes The higher education system in the U.S. is in trouble. Jobs for college graduates are in short supply, and student debt is becoming an ever-larger burden. There is at least one school that’s getting it right, though--it’s profitable, growing 30% to 40% each year, charging students less than $500 per month, and operating on a competency-based model that allows students to complete courses at their own pace. That’s what’s happening at Western Governor’s University, a little-known online school. Nonetheless, UniversityNow, a startup founded by education entrepreneur Gene Wade, is building on the Western Governor’s model with a competency-based higher education platform created from the ground up. The San Francisco-based startup, which recently raised $17.3 million, launched New Charter University--billed as "the world’s first accredited U.S. university that anyone can access immediately for free online--10 weeks ago.
Gamification: Insights And Emerging Trends Editor’s note: Tim Chang is a managing director at Mayfield Fund. Follow Tim on Twitter @timechange. He’s hosting a workshop on gamification at the Mayfield Fund offices on June 6 and has reserved 10 spots for TechCrunch readers — more details at the end of this post. I have been active in the field of gamification for the past couple of years, working with companies like Badgeville, HealthTap, Gigya, Basis and others on leveraging game mechanics for end user behavior measurement, scoring and shaping. Last week, I participated on an investor panel of at VatorSplash’s Gamification Summit and the group shared several noteworthy points: Gamification is expanding beyond the initial verticals of media and fitness: The next target verticals are education, eCommerce, local retail (example: Belly), and financial services. Gamification and Social often go hand in hand: Just as games come in single-player and multi-player flavors, gamification can be oriented towards solo or social play.
Games companies play - Page 1 - Enterprise Business Applications FEATURE Gamification has made the enterprise software experience more fun for end users. Read why businesses see real value in virtual currency For most of history, there has been a strict separation between work and play. But just as enterprise technology is becoming more social, it’s also becoming more fun. Today, the software in our workplace is easier to use, more visually appealing and more rewarding. The benefits of gamification have become widely accepted by the largest IT companies around the world. Old concept, new application Gamification in enterprise software is actually the application of a fairly tried and true concept, says Chuck Hamilton, social and gamification lead at IBM Corp. “When people talk about gamification,” Hamilton says, “the game part gets them mixed up or a little bit confused because they think it’s all about building games when in fact it is building and using the tactics that are often used in games in a more subtle and business way.” Playing for keeps
Identified | Welcome Zombie Apocalypse, the Board Game | Wired Design BRAINS! Zombies want them and Jeff Gracia has them. By day, Gracia is a software test automation engineer for Bose. By night, he uses his (tasty) gray matter to deal with the unruly undead, along with the more pedestrian horrors of designing a board game, like production deadlines and shipping costs. On Apr. 22, Gracia raised $210,237 on Kickstarter to bring Zpocalypse to market. How did a humble engineer with no game-development or design expertise end up with a six-figure haul? Game Night of the Living Dead The project started as a creative outlet. His first prototypes were crude black-and-white printouts and gameplay was a disaster, “Everyone died in a few minutes” admitted Gracia. Unfazed, he redesigned the rules. Gracia and Parks had a rule set and general design, but games live or die on artwork. The pair held a “design-off”, with the only prize being more unpaid work, goth glory, and a share of future revenues. Custom design software allowed the team to rapidly develop content.
[MONITORING] 10 millions de dollars pour gamifier l’éducation de la jeunesse | Gamorlive, The Blog Aux Etats-Unis, l’industrie et les associations du jeu vidéo se sont récemment associées afin de créer un laboratoire du « game design » dont le champ de recherche va être fondé sur l’engagement et l’apprentissage des étudiants. Cette initiative tombe dans un contexte de société où la grande tendance actuelle de »gamification » se mélange au domaine de l’éducation dans le but de rendre tout enseignement ou apprentissage, aussi amusant et engagent que le plus commun des jeux. Ce nouveau labo aka le « Games, Learning and Assessment (GLASS) Lab » sera géré par « The Institute of Play », une association à but non lucratif qui sera soutenu à hauteur de 10.3 millions de dollars par la fondation John D. et Catherine T. MacArthur, la fondation Bill et Melinda Gates, l’éditeur de jeux Electronic Arts ainsi que de l’ « Entertainment Software Association (ESA) ». Le laboratoire GLASS reconnaît qu’il y a un changement majeur dans la façon dont les élèves apprennent et acquièrent des connaissances.
The Future of Gamification Introduction and overview of responses The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.” While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli—increasing reaction times, for instance—and in certain situations can improve learning, participation, and motivation. Technology consultancy Gartner has projected 50% of corporate innovation will be “gamified” by 2015. 42% agreed with the statement: