Gamification Research Network Octalysis Videos - First *New to Gamification? Check out my post What is Gamification & the Gamification Framework: Octalysis* Click here to see all videos in this Series New Video Show: The Beginner’s Guide to Gamification (1 of 90) Some friends have recommended me to make a video show on Gamification and so I decided to start a Video Guide that shares everything I know about Gamification. This is a video series where I talk about all the aspects game mechanics and fun stuff of Gamification.It will involve 90 episodes, each lasting between 5-10 minutes. Above is the first video, which includes: IntroObjectives of the GuideYu-kai’s QualificationBrief intro on what is GamificationExample of how Games make kids hardcore grunt workersHow Gamification is a booming fieldRules to his Keyword Collection Game and a Weight Loss plan As you can see in the video, I made a variety of experiments to make the guide a bit more playful (and random). Look forward to Feedback!
Engagor This article originally appeared on Bloovi. We wanted to share it with everyone because we feel it perfectly describes what defines us as a company. But more importantly, this is a great opportunity to tell you we are hiring! If we have piqued your interest in this article, be sure to check out ourJobs Page! Engagor is bursting at the seams, and for that reason, the startup from Gent is urgently looking for new talent in Belgium and abroad. Hello Lien and Kris! Kris: I’m Director of Marketing at Engagor, which basically means I’m responsible for all marketing and communication. It’s now time for clear agreements regarding communication, both internally and externally, in order to facilitate this expansion as efficiently as possible. Lien: I’m marketing manager at Engagor and I’m always busy with many diverse tasks. What professional profiles is Engagor looking for? Lien: At the moment, we focus heavily on expanding our Sales and Development teams, which is logical. Kris: Definitely.
Gamasutra - The Art & Business of Making Games Gamepocalypse Now 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?
games-based-learning blog 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.
Gamification Co Gartner Redefines Gamification: What Do You Think? Gamification is considered a relatively new term. As a new term, its definition is in flux and is continually changing. Gartner, a leader in information technology research and advisory, has recently offered a new definition of gamification. Gamify - Everything's a Game El Gamificator Challenges commerciaux vs. gamification des équipes commerciales Tweet Dans les entreprises, l’un des départements qui a le plus recours à la gamification est la direction commerciale. Il s’agit d’utiliser les mécaniques de jeu pour inciter les commerciaux à mieux vendre. Lire tout l'article 3 astuces de gamification pour créer la rétention Tweet Voici trois astuces de gamification / ludification pour créer la rétention des utilisateurs sur un site web, un service web ou une application mobile. Lire tout l'article 6 plugins gamifiés pour le e-commerce Tweet En tant qu’e-commerçants vous avez peut être déjà envisagé de gamifier l’expérience de votre site marchand afin d’obtenir de meilleurs résultats (chiffres d’affaires, conversion, fidélisation, viralité des produits…). Lire tout l'article Engagez votre audience avec Kahoot ! Tweet Kahoot est une plateforme interactive et ludifiée pour engager une audience. Lire tout l'article Créer la rétention avec la motivation intrinsèque
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.