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Core Concepts of Gamification

Core Concepts of Gamification
Outstanding presentation from Amy Jo Kim, an adjunct professor of Game Design at USC’s Digital Media school, recently named top US-based game design school. She’s also the author of Community Building on the Web (2000), a design handbook for digital communities that’s used worldwide at game studios & universities.[Email Amy]. This presentation was delivered at Casual Connect Seattle, July 2011. A few of the highlights of the presentation and how they compare to sales and marketing: “What are your social engagement words?” My mind map from the presentation: Feel comfortable that Gamification will not turn the world upside down. Related Information:In love with your products more than your customers?

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3.

Gamasutra - The Art & Business of Making Games 5 Free Gamification Ideas: Motivate Your Employees The Old-fashioned Way Going from good to great in the workplace often means employing gamification to motivate your workforce. Pay and perks or plain supervisor authority aren’t enough: you need to stoke people’s internal fire with drive and purpose. Gamification, the use of game mechanics to alter behavior is a great way to do this, since it taps into the deepest drives that make us human: the need to do well, to feel a sense of purpose and to understand the story we’re in. There are many gamification offerings; some use the old school points and badges. Others use more modern approaches, using narrative based games that tie seamlessly into corporate applications. This idea popped into my mind when I was visiting a call center. So to pay tribute to the power of games that don’t happen on a screen, I decided to list five ways to gamify work, for free: Recommended for YouWebcast: Growth at a Scale Up: How to Grow When You're No Longer a Startup Pat on the back games Pay it forward Stick figure games Raffles

Gamify - Everything's a Game Gamification Blog How to Embed YouTube Videos in PowerPoint to Gamify Your Course | DigitalChalk Blog Gamification means using the principles of game design in another context; for example, a training program or an e-Learning course. An e-Learning course that has been gamified will include elements such as challenges, rewards, and repeated attempts. There are many benefits to gamification, but one of the greatest is the way a gamified course can engage and motivate learners. How can a video help gamify my e-Learning course? Videos are an important tool in your toolbox. Along with other gamification elements like transitions, custom slide branching, quizzes, feedback messages and interactive activities, they can provide the finishing touch to your engaging learning course. Videos can be used: To provide a quick overview or a preview of the content. And fortunately, you can easily insert videos from YouTube using two ways: Use PowerPoint itselfUse PowerPoint add-ins like iSpring How can I insert a YouTube video in PowerPoint? 1. 2. 3. 4. Inserting a video avoiding YouTube’s embed code. 1. 2. 3.

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. 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 is not just for consumer end users, but also corporate employees: Corporations can not only gamify their products and services for consumers and end users, but also leverage game mechanics to make work more fun, measurable, productive, and rewarding for internal employees.

Gaming Business Review | Business Intelligence for the Games & Entertainment Industry 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:

Featured Post | Gamification Archive for the ‘Gamification’ Category 13 Megatrends in MOOCs By Bryant Nielson, Managing Director On March 27, 2014 No Comments Massive open online courses (MOOCs) like the ones offered by Coursera, edX, and Udacity have been around for about two years now, and over the past year or so, I have written about how they have evolved and the impact they have had on corporate training. Now, after several ups and downs, MOOCs are starting to find their place, and it turns out that place is much larger than could have been anticipated: MOOCs aren’t just disrupting how training is delivered; they are changing how companies interact with their employees and others on a much grander scale. As organizations continue to expand their use of new digital learning environments, we can identify some MOOC megatrends that are starting to shape up. Peer Learning and MOOCs: Using Technology to Maximize Employee Learning By Bryant Nielson, Managing Director On December 16, 2013 No Comments Forrester Research

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