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Pawned. Gamification and Its Discontents

Pawned. Gamification and Its Discontents
Related:  Gamification

Webdocumentaires : liberté et engagement by Florent Maurin on Prezi Sixty-two Reasons Why "Gamification" Is Played Out | Co.Design "Game mechanics" are the new digital hotness these days. Fueled by business books like Total Engagement, successful apps like Foursquare, and presentations-gone-viral like Jesse Schell's "gamepocalypse" talk, it seems like every damn thing on the Internet is getting some gamelike interaction grafted onto it like a cyborg appendage. And Sebastian Deterding, a designer and researcher at Hamburg University, has had enough. He distilled his thoughts on "gamification and its discontents" into an embeddable 62-slide presentation that's pithy and pretty in equal measure. Deterling attacks the gamification trend from a variety of angles, but his argument boils down to this: points, badges, and leaderboards do not a true game make. What they do make is distraction, confusion, and obsession with "fake achievement." Here's his visual indictment of how points -- a key feature of gamified products, services, and marketing schemes -- miss the point: The whole presentation is worth viewing.

Boots Advantage Card signs up third parties online Boots has extended its Advantage card loyalty program by allowing customers to collect points at other retailers including ASOS and Thomas Cook. The health and beauty retailer is launching the Boots Treat Street initiative to allow cardholders to collect reward points with other online retailers and redeem them at Boots. It’s targeting women who prioritise spending on friends and family, encouraging them to collect extra points online and use them to treat themselves. Boots has also released research revealing that 67% of women have difficulty finding the time or money to treat themselves. ASOS, Ebay, Thomas Cook and Toys ’R’ Us are among the online retailers to join the Boots Advantage programme. Cardholders can collect Advantage points by shopping with more than 50 brands through the Treat Street web portal. This story first appeared on

Engagement through Gamification Gamification: Creating a Level Up for Your Students - Teacher Tech If you have thought about adding an element of gamification to your classroom, having students level up might be fun to do. How do you do this….. The answer is always a spreadsheet In Google Drive ( create a new Google Sheets. In the bottom left of Google Sheets is a plus icon to add a tab. Remember when playing a game it is easy to get from level 1 to level 2. When I play World of Warcraft and I start a new toon I can get to level 14 in one day. Points and then Level Let column A in your spreadsheet be the minimum points (XP) needed for a level. Since we are using gamification you might want to call your assignments or tasks “quests.” If you know all of the quests in advance you can list them on the first tab. If you are going to create the list as you go, you will need a 2nd spreadsheet. Master Quest List Go to Google Drive and create a new Google Sheets. Note that the “Check Off” column is not part of the master quest list. ImportRange Fill Down

Webdocumentaires et narration non-linéaire | Je perds donc je pense Cet insecte chez qui la femelle a un pénis et le mâle, un vagin Passeur de sciences Chez quatre espèces d'insectes cavernicoles brésiliens, la sélection naturelle a conduit à une spectaculaire inversion des sexes. Faut-il combattre les trolls ? La sagesse populaire des réseaux nous rappelle qu'il ne faut pas « nourrir les trolls », soit ne pas répondre à des commentaires haineux en ligne afin de ne pas engendrer plus de violence. Manolo Blahnik, le Mozart des escarpins Business of Fashion Le très élégant et inimitable chausseur a hissé son entreprise dans le cercle très fermé des marques les plus prospères du monde. Le Brésil va lâcher des millions de moustiques OGM contre la dengue Eco(lo) Une nouvelle qui, au-delà de susciter des espoirs de parvenir à lutter contre l'épidémie, a provoqué la controverse et l'opposition de nombreuses ONG. La sélection scientifique de la semaine (numéro 118) Passeur de sciences Au menu : une nouvelle lune pour Saturne ? « Il faut vivre dans son temps.

How to Use Game Mechanics to Reward Your Customers There's a green card. Then there's silver, gold, and platinum. And then there's the Centurion—the black American Express card. A handful of luxury brands have for decades used promises of status to encourage customers to spend more through loyalty to their brands. Consider Foursquare, a company built entirely on a game-design model. The new rewards ecosystem is a marketer's dream. "Historically, customer engagement was something big brands did a lot better due to full scale loyalty programs," says Gabe Zichermann, a blogger who authored Game-Based Marketing and who hosts of the Gamification Summit. That's changing. Rewarding Customers Through Gamification: Why Game Mechanics? People are hard-wired to enjoy positive reinforcement. Consider golf: Social interaction aside, why would anyone go to a course and attempt to hit a tiny ball into a far-away hole? "Foursquare was a really great early example of this happening," McGonigal says. For LinkedIn, the benefits are straightforward.

What You Can Learn From H&M’s Use Of Social Media H&M is one of the businesses that has done some great work in using social media for marketing. Here is what you can learn from the company to achieve a more engaging and growing community. Amuse your customers When entering H&M’s Facebook page, you’ll see a number of choices under a tab called “Your H&M”. Among other things, you can go to the “Style Guide” or “H&M TV”. It’s fashion entertainment and you have the remote in your hand to choose whatever you want to. When creating a Facebook Page for your business, you want people to visit your page more than once. What value do we bring our customers? Involve your customers H&M does a great job involving their customers. It’s in peoples’ nature to be part of communities – so let them be a part. Help your customers H&M has got 3,826,114 fans on Facebook and 56,053 followers on Twitter in the writing moment. When you get people’s attention – make it easy to transform it into action! Similar Posts: Be Sociable, Share!

The gamification of surveys « Curiously Persistent How can gaming principles be used in research? This is a fascinating area that I know Tom Ewing has been spending some time thinking about. I haven’t, but a combination of some frustrations on a project and reading this excellent presentation, entitled “Pawned. The presentation is embedded below. The problem There are varying motivations for respondents to answer surveys, but a common one is economic. In its basic sense, this itself is a game. As such, survey data can be poorly considered, with minimal effort going into open-ended questions (deliberative questions are pointless) and the threat of respondents “straight-lining” or, more subtly, randomly selecting answer boxes without reading the questions. The solution Some of these issues can be spotted during post-survey quality checks, but I believe simple gaming principles could be used (or at least piloted) to disincentivise people to poorly complete surveys. The challenges Would it work? sk Like this: Like Loading...

10 Strategies To Make Learning Feel More Like A Game - 10 Strategies To Make Learning Feel More Like A Game by TeachThought Staff We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.) Making your classroom work like a game may not be feasible. 1. To immerse students in gamification, start by allowing them to create the narrative of their class. 2. And third. 3. Feedback is essential in any game or classroom. 4. Literally. Instead of using grades and percentages, teachers can issue progress bars that gauge student progress. Kids love seeing visible progress. 5. Motivate students to advance their learning through self-directed instruction by allowing them to add epic elements to work and projects. 6. 7. 8. Teachers can implement class-wide reward systems, where everyone can celebrate individual and collaborative accomplishments. 9.

Level 10: Nonlinear Storytelling « Game Design Concepts Last time, we learned some basic linear storytelling principles, as told to us by people that worked with books, plays, and movies. And this is fine and good for games that have a linear story. Many video games work this way, where the story is essentially told as a movie broken up into small parts, and the player has to complete each section of the game to see the next bit of movie. I do not mean this in any kind of derogative way; many popular games work like this, and many players find these games quite compelling. Even personally, I have had times when I would be messing about in the subscreens optimizing my adventuring party, only to have my wife call from across the room: “stop doing that and go fight the next boss so you can advance the plot, already!” However, not all games are like this. For some game designers, a true “interactive story” is something of the Holy Grail of games. Course Announcements I will be at SIGGRAPH all next week. Readings Read the following: Kinds of Stories

Paper Towel Problem Solved I had a problem. In my classroom bathroom (my room used to be a preschool classroom), I would find tons of paper towel trash all over the floor whenever students washed their hands after a messy project. I tried just remind them to get their paper towel in the trash can and telling them we shouldn't make our awesome custodians' jobs harder and none of it worked. I printed a really simple sign (shown above) that says: Paper Towel in the Trash Can 100 POINTS!!! Paper Towel on the floor... Added some smiley faces and sad faces and some burst shapes behind the points, laminated it, and taped it to the paper towel dispenser.

Crunching ASOS financial results: yes, fans do boosts sales Online clothing retailer ASOS, super popular with the twenty-something Facebook generation, is the Zappos of Europe, building a massively loyal online community around its latest fashions. This social-savvy formula appears to be making even the company bean-counters happy, as the dot-com reported this week a fat profit and double-digit sales growth in an otherwise tough retail market. Always curious about the connection of community-building and its impact on sales, we take a look here at the relationship between its social media investment and its impact on the top line. In case you missed it earlier this week, it’s official: ASOS is making bank. It’s now the UK’s leading online retailer, beating out nationally, and it just reported a 35% rise in revenues and added 320,000 customers in the last fiscal year. With much of the British retail sector hurting, how is ASOS managing such growth? Writing and editing by Bernhard Warner, research and analysis by Brian Skepys.

Bologna Open Recognition Declaration | Ouvrir la reconnaissance à tous Vers une architecture ouverte pour la reconnaissance des acquis des apprentissages En 1999, la Déclaration de Bologne a proposé un espace européen de l’enseignement supérieur dans lequel les étudiants et les diplômés pouvaient se déplacer librement entre les pays, en utilisant des qualifications antérieures obtenues dans un pays comme conditions acceptables d’entrée pour continuer leurs études dans un autre. Ceci a lancé le processus de Bologne de réforme des systèmes de qualification, qui a été depuis adopté par 50 pays. En 2008, une large coalition d’éducateurs, de fondations et de pionniers de l’Internet a lancé la déclaration du Cap pour une éducation libre et ouverte , demandant aux gouvernements et aux éditeurs de rendre le matériel éducatif librement accessible sur Internet. Mais l’éducation formelle n’est pas accessible à tous les citoyens et ne répond pas à tous les besoins. Signez la déclaration et obtenez votre badge de soutien

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