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Everything You’ll Ever Need To Know About Gamification

Everything You’ll Ever Need To Know About Gamification
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. A friend of mine once relayed this quote (as a joke) to me about consulting: “Why make money solving the problem, when you can make so much more by making it worse?” And, like all such quotes, it’s funny because it contains a kernel of truth. I provide consultancy services to people who need game design advice, like mechanics, user interface, progression curves etcetera, and mine is a position of some power. Rather than say things like “Well we really need to see the problem from all sides and develop a complex solution that tailors to all of your users’ needs” (Or “getting them on the tit” as Don Cheadle calls it in House of Lies), I tend to say “Just move that number over there. This is all, not to put too fine a point on it, overheated extrapolation. Related:  Game Design HeuristicsMarketing

Features - 10 Game Design Process Pitfalls If you look at which games succeed and fail critically, you will notice the outcome is generally not due to a great mechanic or a new idea, but from competent execution from the moment of boot-up to the end credits. Countless games such as , , and present the player with innovative concepts but fall apart when it comes to filling up the 10-15 hours of gameplay. On the other hand, you have games such as , which brings almost nothing new to the table, but excels greatly when it comes to pacing and level structure -- keeping the player hooked throughout the entire experience. I've worked with a number of teams that start with a very nice concept but run into problems when it comes to translating it into a compelling video game experience. I've organized these into the 10 "design process pitfalls" below. This first pitfall seems trivial, but can actually have a large impact on the quality and efficiency of the design process. I've never seen this happen in a structured way.

Le comportement d'achat du client en magasin s'analyse aussi via mobile Pour connaître les comportements d'achat des consommateurs à l'intérieur même du magasin, les caméras ou le Kinect peuvent être la solution. Apparemment, le mobile aussi ! En entrant dans un magasin ou en regardant simplement par la vitrine de celui-ci, les consommateurs sont loin de se douter qu'un logiciel est en train d'analyser leur comportement. Le temps qu'ils ont passé dans ce magasin, ce qu'ils y ont acheté, s'ils sont allés dans une autre boutique de la même enseigne... autant d'informations que Nomi analyse et transmet aux vendeurs possédant l'application. Des informations obtenues via les signaux des téléphones Ainsi, les trois co-fondateurs de Nomi – Corey Capasso, Wesley Barrow et Marc Ferrentino – ont conçu cet outil de façon à ce qu'il s'insère sur le réseau Wifi de la boutique l'ayant adopté ou s'aide de petits capteurs qui peuvent suivre jusqu'à trois mètres les signaux d'un appareil mobile. Un outil au service des entreprises

ClassBadges Is A Free Way To Gamify Your Classroom Looking to find a new, simple, and free way to gamify your classroom? There a new web tool out that you should probably know about. It’s called ClassBadges and it’s a free online tool where teachers can award badges for student accomplishments. Teachers can set up an account and award the badges whenever they wish. Pretty straightforward. Request an invite to create an account (it looks like right now, they’re working on handling a higher capacity of users), and once you do, you’ll be able to create a class list. You’re able to choose what badges are awarded (and they’re customizable!) See Also: The 50 Best Videos For Teachers Interested In Gamification

Coop Gaming on the rise | Amy Jo Kim Happy New Year! I hope that 2013 is off to a good start for you. I've been heads-down busy with great projects -- completed a tablet coop game design, started working on a crowdfunding project, and giving an Coop game design workshop internally to a large, international AAA games company In my world, coop is on fire - so I wanted to take a moment and reflect on this rising trend. 2012 was an watershed year in coop gaming. What’s going on here? Why is this happening now? 1) ubiquitious connected devices (platform shift) The games industry was built on dedicated gaming devices AKA consoles, targeted largely at a young male audience. 2) all-ages, cross-gender playerbase (audience shift) This platform shift is opening up new gaming markets & audiences. 3) mutual entertainment - social networks & UGC (content shift) What about you?

Card Design Commandments | Hyperbole Games Post by: Grant Rodiek I have a thing for card games. I like playing them and I like designing them. Every time I try to veer away from cards to tackle another component like dice, I always end up right back with a box full of index cards and penciled scribbles. As I design card games, play card games, and give advice to other designers about their card games, I see a few patterns emerging. There are key design mistakes that many of us commit repeatedly, so often that I thought it’d be good to compile a list of guidelines. Text should be easy to read: Two smart individuals, Chris Farrell and Daniel Solis, have already written about this (and many topics in this post) at length. Bottom line, it should be incredibly easy for people of all ages to read the text on your cards. Use icons where possible: If you’re using a term or rule often, create an icon. Good iconography saves space on cards and immediately gives the player an idea of the card’s purpose at a glance. Overwhelming!

Evolutio vient gamifier l’actualité Article rédigé par Antoine Msika. Actuellement en poste chez Pearltrees, Antoine suit de près l’actualité des startups francophones et du web. Chacun peut ainsi suivre l’actualité et acheter des mots-clés pour spéculer dessus : quels seront les mots-clés tendances ? Quelles personnalités feront l’actu ? A l’occasion du lancement de l’appli, nous avons rencontré l’un des créateurs pour avoir plus d’explications sur le concept. Qu’est-ce qui vous a amené à créer Evolutio ? Nous étions frustrés par les faibles possibilités d’interagir de façon simple et ludique autour de l’info avec nos amis. La notion de mot-clé était centrale et le concept de « bourse des mots » s’est vite imposé. Il y a déjà beaucoup d’applis pour suivre l’actu, qu’apporte vraiment Evolutio ? Evolutio n’est pas seulement une appli pour suivre l’actu, c’est un jeu. Et puis il y a les compétitions ! Les premiers avis disponibles sur l’App Store mentionnent presque tous les côté « addictif » d’evolutio.

Gamification Classroom How Deloitte Made Learning a Game - Jeanne C. Meister by Jeanne C. Meister | 8:00 AM January 2, 2013 “Training is a funny thing,” James Sanders, Manager of Innovation at Deloitte Consulting, told me recently. And yet, by using gamification principles, Deloitte has seen use of its Deloitte Leadership Academy (DLA) training program increase. Gamification takes the essence of games — attributes such as fun, play, transparency, design and competition — and applies these to a range of real-world processes inside an organization, including learning & development. Deloitte is well on its way to staying ahead of the trend. DLA uses content from such top tier business schools as Harvard Business Publishing, IMD, Melbourne Business School, and Stanford Graduate School of Business. Before learners even begin the online learning programs they must complete their first mission, dubbed the on-boarding mission. As learners complete each online learning program, they receive a badge to mark their achievement. What are your business goals?

Game design, B-minus, should try harder. « #AltDevBlogADay A few weeks ago, a friend of mine and I were talking about common clichés in games and we started listing all those funny little things that seem to make their way into lots of the video games we play. Use any search engine to find them. However, he thought there was more to it and we shouldn’t be forcing players to do all those dull things, simply because all games do them. Designers of games should try a bit harder. A while ago, I had a talk with Dr.

E-commerce Paris : le jeu vidéo peut être un redoutable outil marketing On l'appelle la gamification. En clair, c'est une technique qui utilise les canons du jeu vidéo dans une offre pour en faciliter l'adoption ou la fidélisation. Digiworks et Actiplay sont deux acteurs de ce secteur, présents au salon E-commerce Paris. Instaurer une dimension ludique entre une marque et son client, c'est le pari de la gamification. Pour décrire son fonctionnement, Alexandre Reymonet, directeur de l'agence Digiworks, avance que le jeu consiste à « résoudre des problèmes avec une attitude joyeuse ». Nicolas Babin, directeur général d'Actiplay, autre agence spécialiste dex jeux publicitaires, indique que c'est la technique idéale pour attirer et fidéliser le consommateur : « Amusé, il est accessible, disponible, prêt à recevoir et à échanger des informations ». Par exemple, la marque automobile Range Rover, avec sa campagne Being Henry, a mis en place une fiction interactive pour l'internaute. Nicolas Babin distingue cinq typologies de joueurs.

Effects of Video Games on our Brains ? I am really getting confused here. Just last month I posted an article entitled " Do Video Games Make Kids Violent ". This post was mainly inspired by the book I have read for Paul James Gee ( What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition ) . To see why I am confused . read the excerpt from Gee's book and look at the facts included in the infographic ( from online universities below particularly in the second section labelled " The effects of violent video games ". Here is what Paul Gee said about video games in pages 11-13 " None of the current research even remotely suggests video games lead to real-life violence in any predictable way. In my view the issue of violence is overblown ( especially in a world where real people are regularly killing real people in wars across the world that we watch on television ). Now read the facts included in this infographic and compare the two.

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