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Gamification And UX: Where Users Win Or Lose

Gamification And UX: Where Users Win Or Lose
Advertisement The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Some play the same game over and over again — and occasionally, they even get out their 15-year-old Nintendo 64 to play some Zelda. Now, I am not a game designer. I actually don’t even play games that often. I am, though, very interested in finding out why a game can keep people occupied for a long period of time, often without their even noticing that they’ve been sitting in front of the screen for hours. (Image credit: Axel Pfaender) So, what do games have that we miss in UX and Web design? Using game theories in areas not otherwise associated with games is often referred to as gamification. In this article, we’ll explore how and when to use gamification to improve the user experience of websites and apps, and also when not to use it. Table of Contents Definition Of A Game Sid Meier, creator of the Civilization series, once said that a game is “a series of interesting choices.”

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Meaningful Play - coding conduct Meaningful Play Meaningful Play. Getting »Gamification« Right. Presentation, Google Tech Talk, January 24, 2011, Mountain View, CA. Between promises of plain mind control and warnings of »pointsification«, the debate on »gamification« is deeply split. Achievements for BuddyPress Achievements gamifies your WordPress site with challenges, badges, and points. Badges and points are the funnest way to reward and encourage members of your community to participate. Leaderboards and rankings bring friendly competition to your community. Simply by activating Achievements, any standard WordPress theme is suddenly capable of having achievements and tracking user progress; everything works out of the box. Achievements integrates seamlessly with your existing WordPress theme.

Make the Job a Game - Robert H. Schaffer by Robert H. Schaffer | 9:00 AM September 10, 2012 “How can my people get so excited about guys hitting a ball with a wooden club and not care half as much about the phenomenal parts they are building for interplanetary rockets?” A senior officer of an aerospace company asked me that question during a World Series. How indeed? The fact is that most working people can be highly enthusiastic about all sorts of things in their lives yet go to work with no sense of enthusiasm or fun.

PunchTab PunchTab is a loyalty program that's simple to install on your WordPress blog. As soon as it's installed, a rewards section or an achievement system will show up on your site. Your readers will be able to connect with Facebook and earn points and/or badges for their actions on your blog. PunchTab incentivizes your readers to invite their friends to check out your blog and will help you engage your current users with more repeat visits, Facebook likes and comments. Key features for your readers:

The Magic Potion of Game Dynamics Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks. Michael was voted a 2010 Influential Leader by CRM Magazine for his work on predictive social analytics and its application to Social CRM.He's a regular blogger on the Lithosphere's Building Community blog and previously wrote in the Analytic Science blog. You can follow him on Twitter at mich8elwu. When I kicked off this short-series on gaming last week I explained the various game related terminologies. Games, Gamification, and the Quest for Learner Engagement Game-based learning can turn disconnected, bored learners into engaged participants. Juan sits in front of his laptop while slowly, painfully progressing through a customer service e-learning course. He is bored and disinterested. Juan wants desperately to click the "next" button in quick succession and rush through to the end. Then he can take the simplistic 10-question multiple-choice test, pass the course, and get back to work. He can't because he's been foiled.

Jive Launches Advanced Gamification Module (Nasdaq:JIVE) PALO ALTO, Calif., March 28, 2012 (GLOBE NEWSWIRE) -- Jive Software, Inc. (Nasdaq:JIVE) today introduced Jive Gamification, an advanced gamification module for Jive's market leading Social Business platform. With Jive Gamification, businesses can dramatically increase adoption, engagement and productivity within the Jive network through incentives and activities tailored for specific groups of users. Jive Gamification is powered by Bunchball, and is available for both internal social networks and external communities. "Gartner expects the adoption of gamification to increase significantly in the next few years, with 70% of Global 2000 organizations gamifying at least one application by 2014 ...

Learning Chinese words really fast After spending three articles building up our toolkit to learn Chinese more efficiently, the time is now ripe to actually use all these to something genuinely useful. It’s time to make those long-term investments pay off. Of course, as I’ve mentioned before, learning characters isn’t a serial process, so you shouldn’t wait until you’ve finished the earlier steps before using the method I describe in this article. Playful UX Design: Building A Better Game Advertisement I sincerely believe that the user experience community should add game design to its toolbox of competencies. If we’re truly committed to creating satisfying user experiences, then there’s no reason why games, which can satisfy people so richly, should be excluded. Operating successfully in the games domain means learning a new set of competencies, and I don’t want to oversimplify the challenges of designing high-quality game experiences. However, if you’re in a position to jump in and start designing, then I can at least offer a primer to help you steer clear of some of the most common mistakes. 1.

Immediate Rewards for Good Scores Can Boost Student Performance Study on behavioral economics and educational incentives advances debate on how to motivate students Newswise — Test performance can improve dramatically if students are offered rewards just before they are given standardized tests and if they receive the incentive immediately afterward, new research at the University of Chicago shows. Educators have long debated the value of financial and other rewards as incentives, but a series of experiments in Chicago-area schools showed that with the right kind of rewards, students achievement improved by as much as six months beyond what would be expected. The rewards apparently provide students with an incentive to take tests more seriously. Intrinsic vs. Extrinsic rewards in Klei’s latest game: Don’t Starve Greetings! Klei Entertainment is working on a game that has been recommended to me by just about everyone who has played it, and when Jamie Cheng offered to write up a post about player rewards and the thought behind them, I thought it was a great idea. Also, I’m traveling and needed the content. I learned some interesting things reading this this post, and I’m happy to share it with you. Enjoy! Back in 2010, Chris Hecker presented a talk about Intrinsic vs Extrinsic rewards, titled: Achievements Considered Harmful?

Gamification Can Work — Just Don’t Hire A Game Designer Editor’s note: Rajat Paharia is the founder of Bunchball, a provider of online gamification solutions. Follow him on Twitter @rajatrocks. Gartner recently issued a press release that made the following provocative assertion: “Gamification is currently being driven by novelty and hype. Gartner predicts that by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily because of poor design.” While the rest of the release discusses the various ways that gamification can effectively be used to drive behavior change, skill development, and innovation, the only thing that sticks in most readers’ minds is, “80 percent of gamification will fail.”

Real Gamification Mechanics Require Simplicity And, Yes, Game Designers Can Do It Editor’s note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here. My gamification post two weeks ago (which described everything you really need to know) struck some nerves, especially as it came out just before a Gartner report claiming that 80 percent of gamified projects would fail. I received emails from several folks who had unsuccessfully tried to gamify their service and found the process frustrating, or felt that they had been sold some snake oil.

Mobile Games Account for 52% of App Sessions so far in 2012 Game developers are gathering in San Francisco this week at the Moscone Convention Center for the Game Developers Conference. Collectively, game developers should give themselves a pat on the back. According to new data from mobile analytics company Flurry, they are absolutely killing it. According to Flurry, games accounted for 52% of mobile sessions in January and February 2012.

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