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Gamification Platform

15 Brand Examples of Gamification Outside of the recent flurry associated with Google+, the one term that has been top of mind throughout the digital space recently is gamification. Gamification is a term used to describe organizations using game mechanics to drive engagement in traditionally non-gaming products. There are examples of gamification everywhere in our daily lives and many brands are integrating game mechanics in unique and compelling ways all with the purpose of driving user engagement. Below are 15 examples of Gamification and how brands are capitalizing on the trend. Xbox Live | Achievements, Leaderboards | Microsoft struck a chord with traditional gamers when they first rolled out achievement points. E.g. Foursquare | Rewards, Badges | Location based services such as Foursquare, Gowalla & Facebook Places have redefined game mechanics in non-gaming products. Examples of Foursquare Badges Example of Foursquare/NFL Super Bowl Rewards Example of Foursquare/Pepsi Reward from SXSW 2011 Example of ShopKick Rewards

Gamification 101: The Why and How of Gamification and Badging, and What It Means for eLearning These days, receiving requests to help a friend harvest enough wheat to build a new barn, buy a shinier silo, or even breed a special purple-spotted cow is practically routine. Social games like Farmville and its many clones inundate our social media feeds, with millions of users logging in and playing daily in an ongoing quest for virtual goods. Though many people find the Farmville model irritating, it is part of a larger trend sparked by the surging popularity of online gaming and social media known as gamification—the use of game mechanics to entice users and influence their behavior, particularly by encouraging and rewarding continued use. In contrast to the one-hit-wonders and overnight sensations of viral content, gamification “keep[s] people engaged to keep doing things, as opposed to … You click, you watch and then never see it again" (Patel, 2010). Gamification has already proven to be a powerful tool in driving user engagement. What is Gamification? Why Does Gamification work?

untitled Using Gamification to Improve Transfer of Learning The use of “gamification” in learning may sound fun and light-hearted, but it can be a serious business with bottom-line results. Vestas Wind Systems, the world’s largest wind-turbine supplier, wanted learning programs that could satisfy the tactical needs of business units. The units were clamoring for quick, easy, and cost-effective learning programs focused on teaching employees essential skills. It also wanted to improve transfer of learning. These issues inspired Vestas’ e-learning team to create an entirely new form of employee education: Achievement-Based Learning (ABL). ABL has five objectives: Achievement objectives are key to success here. After looking at a video and an intranet page with step-by-step guides, learners are asked to “unlock” certain achievements. Achievements of the campaign are positioned front and center to highlight their importance. Bersin & Associates WhatWorks members can download the case study today.

What is gamification? Gameplay has a lot to teach us about motivating participation through joy. ‘Gamification’ is a new term, coined in 2008, for adapting game mechanics into non-game setting — such as building online communities, education and outreach, marketing, or building educational apps. Here are some ideas for how to do it. Achievements Badges, trophies and points represent having accomplished something. Judd Antin, at Yahoo! Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. “This has already occurred in education for a long time with things such as merit certificates and awards,” says Australian science teacher Alice Leung, but “gamification is more than that “because the game guides learners towards those goals, and gives constant feedback.” It’s not about winners and losers, says Leung. Judd and his colleague Elizabeth Churchill outline five key psychological functions of badges: Other game mechanics Many other game dynamics can help engage your audience.

:: Authentic Happiness :: Using the new Positive Psychology The Psychology of Achievements -- Internal Rewards And External Forces Before XBLA and PSN, “achievements” in games were precisely that – abstract concepts, indicated by a high score on an arcade board, bragging rights with your friends (“I totally beat Battletoads!”), or simply tasks you were pretty proud of. But gaming has always been about “achievement” – gaining levels, improving skill (or scores), reaching the next level, finding secrets, accomplishing set (or secret) tasks. The age of achievements has merely quantified the concept. Like leveling or those awesome loot reward schedules that we talked about recently – achievements are psychologically powerful additives that designers whip into the game experience recipe. Achievement Addicts It’s all about motivation. Achievement junkies are almost definitely in the first camp – folks who like to feel like they’ve done something (and now they get to brag about it). The compulsive achievement fiend is a subset of gamer who has always existed. Hearing from the Experts Dr. According to Dr. Some Kind of Fun

Case Study: DIG/IT and the NYC Department of Education — LearningTimes Introduction Twenty-first century living demands skills and tools to navigate the digital world. All kinds of everyday tasks can be facilitated or made more accessible by using a computer and having Internet access at home. Many families still lack access to broadband and computers in their home environments. These families are less likely to be using online resources in their day-to-day lives, and are less likely to know how to use the resources safely and to help better their lives. Challenge and Opportunity New York City’s Department of Information Technology & Communications (DoITT) and Department of Education (DOE) were awarded a grant from the US Department of Commerce to create NYC Connected Foundations, a program to increase broadband access for students enrolled in participating transfer high schools. Solution: DIG/IT The LearningTimes team led the design and development of DIG/IT – a social, gamified adventure in digital life, on the new BadgeOS platform. Feedback Outcomes

» Easier Gamification with Badge-O-Matic » MYGAMIFICATION.COM So you’ve already decided you want to reward your users for performing certain actions by giving them points and badges. Level up! But you’re stuck on the next step: “Now how do I make my stinkin’ badges?” In our system, awarding the progressive badges as users hit different thresholds of activity used to require a little bit of tinkering. With that difficult experience in mind, we’ve introduced the Badge-O-Matic to our account tools. Even if we don’t have a premade template that matches exactly what you want to do, remember that Badges in our system are entirely customizable with your own creative since you can always point URLs to your own image resources and define them any way you want. Check it out now to get yourself some stinkin’ badges. swfobject.registerObject(“csSWF”, “9.0.115″, “ - roy

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