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Gamification

Gamification

Gamification Blog Gamification Summit - Sep 15 – 16 • New York Gamification Categorization[edit] Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience. It does not aim at creating a game but offering a gameful experience. Another categorization compares gamification with other gameful approaches by looking at characteristics such as spontaneity, rules, or goals:[20] Techniques[edit] Gamification techniques strive to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure. Another approach to gamification is to make existing tasks feel more like games.[27] Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge,[28] and adding narrative.[27] Applications[edit] Gamification has been widely applied in marketing. Gamification can be used for ideation, the structured brainstorming to produce new ideas. History[edit] Legal restrictions[edit]

As websites become games, understand the trend with the Gamification Encyclopedia 11 January '11, 03:20pm Follow One of the biggest trends we’ve seen on the Web in the past year has been the growing “Gamification” of websites and online services. In order to explain this, San Francisco startup Gamify has launched an in-depth Gamification Encyclopedia. Still a work in progress, some sections of the site are under development but its 197 articles are a really good read, with lots of examples of the many different game mechanics, design elements and user features that make up a ‘gamified’ service. With Gamify set to soon launch its platform to help build ‘gamified’ Web experiences, this is undoubtedly a stunt to drum up some interest but it’s a very useful resource and well worth reading if, like most The Next Web readers, you have a strong interest in Web trends.

Education Levels Up! – A noObs guide to Gamifying your Classroom | MrDaley.com A new way to manage classroom instruction is slowly creeping into the world of education: “Gamification“. Gamifying simply means turning the class content and the way students learn into a game with a rewards system, quests, experience levels, and healthy competition. Gamifying isn’t anything new; businesses and social websites have been using “gaming” to attract and keep users coming back for years now. Here is a short list of groups already gaming: Facebook – Farmville! However, gaming is all around you all the time; you have been participating in games under your very nose! People dedicate hours everyday trying to promote themselves up these virtual scales and reach new levels. 1) Badges - These will be the rewards for completing tasks, doing homework, coming to class everyday, etc.These badges are easy and fun to make if you use a little imagination and your resources. Each badge represents some sort of accomplishment. Here are a couple FREE online resources for editing your badges:

S2T4W3: Gamification, Funware, Puzzle Building, Professor Teaches 1. Exploring Gamification Trends Some games are based on real life (like Football Manager), but what if we made life more like games. This trend has been growing over recent months. The idea is to bring the ideas of game mechanics and dynamics into everyday life, particularly for mundane everyday takss that no one wants to do. * Rewards * Skills buliding * Achievements (e.g. * Levels * Leader Boards (for status/respect) Gamification.org uses the Bartle Test of Gamer Psychology types to classify Player Personality Types into four types: Achievers, Explorers, Socializers and Killers. And finally some negative views on the gamification trend: Played Out - Designer Slams Gamification Trend The Downside of Gamification Why gamification is not a positive force: "If you incentivise a human to do something, he will do exactly that and nothing else. What are your views of this gamifying trend. 2. Today I want us to cover the basics of constructing your own HTML puzzle. 3. 4. 5.

Reflections and Concerns about Gamification (Part I) (Cross-posted from Aaron’s Blog) I’ve been a member of Gamespot – a website dedicated to news and discussion on videogames – since 2003. My rank on it is Super Bagman (Level 23), which I gather isn’t particularly high, since the site suggests you can go up to at least Level 71. I also have a list of achievements for having done mundane things, such as registering for the site, voting for the game of the year, and being a “New Game Ninja,” whatever that means. The details about levelling up in rank isn’t displayed prominently, so I had to do some digging around to find it. Here’s a passage that gives you some idea of what levelling up means: To level up on GameSpot, all you need to do is to spend your time here. Common ways of spending time here include but are not limited to: visiting the forums, posting, reading articles and blogs, watching videos, updating your profile etc. This is gamification. Gamification on Gamespot has done nothing for me. Stay tuned for Part II.

Social Competition = Gamification + Engagement | Traxier Social Competition According to Merriam Webster , competition is defined as 1 : the act or process of competing : rivalry : as a : the effort of two or more parties acting independently to secure the business of a third party by offering the most favorable terms b : active demand by two or more organisms or kinds of organisms for some environmental resource in short supply 2 : a contest between rivals; also : one’s competitors <faced tough competition > There are very few things in life that’s not in some way related to or affected by competition. As such, traxier is simply responding to the strong human impulse to compete and to participate in competitions. Brian Solis further explains that “social networks and channels present brands with a broad array of media opportunities to engage customers and those who influence them.” See for yourself how pervasive competition is.

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