Gamification Happenings. 23 Things. Gamification Blog. Gamification - Social Knowledge. A student submission by Nader Dergham (in its entirety - no changes) The last decade saw a huge surge in the gaming industry, surpassing the music and movie industry, to become the leading form of entertainment globally.
Games like Call of Duty and World of Warcraft were still bringing tens of millions of users, year in and out, making their respective companies billion dollar giants. It is no surprise that other companies in other industries have take notice to the growing popularity of gaming (and of course the profit that comes with it), and started trying to replicate the gaming industry's success. What successful games do to remain successful is to make sure the player always comes back for more, after all it is a business based on loyalty and subscriptions. These collective methods and strategies that the gaming industry implements, are now being used by other industries to boost their sales and consumer base. More Articles: How Game Mechanics Will Solve Global Warming. Gamification of MIS3538: Social Media Innovation. Gamification in Higher Education Is it possible to use gamification to motivate students above and beyond grades?
These students in my class certainly think so: “The Quest was an amazing experience. Being able to score myself really helped me stay competitive with my site and made me do things now as opposed to later because I feared losing my rank.” “I thought this was a great idea on Professor Johnson’s end, mainly because it was a friendly competitive challenge, and really engaged everyone to take part in it. “The Quest helped to motivate projects outside of the classroom. “Participating in the Quest, what I learned was that you have to be dedicated and be active for your blog to be successful. “The Quest” leaderboard is a great idea for operating a class. (All quotes from end of semester reports by students in Spring, 2012 section of MIS3538: Social Media Innovation.) Social Media Innovation Quest Introducing the Quest The building block for the quest is Quest Points.
Using gamification to expand user participation. One of the buzz words going around in marketing circles this year, is gamification. Agencies are touting gamification as a way to increase customer engagement with brands, especially through advertising,mobile sites and mobile apps. But is gamification just a buzz word? Or can it increase customer acquisition and expand user participation? Gamification principles come on the back of Web 2.0. Web 2.0 was all about creating a two way dialogue with the customer rather than having a read only message. In 2007 When working at Mobile Embrace, I designed a social quiz game to increase user participation with digital content. User Generated Quiz This User Generated Quiz feature allowed members of a mobile digital content site to create their own quiz games, publish them on web and mobile sites and encourage their friends and other members to take the quizzes.
» The Blackboardians Have Landed: Infusing Game Mechanics Into Traditional Web-based Training. Game theory has recently been gaining momentum in the field of instructional design, as it is commonly believed that the elements which motivate people to play games could be applied to learning situations in order to engage students. Theoretically it sounds wonderful – but can it be applied to real life learning situations? Last fall I was charged with training my colleagues to prepare them for an upgrade of our learning management system. This sounded like a tedious task and one sure to make me an enemy within the group. How could I generate some fun and excitement around this routine training instead of becoming a source of frustration and obligation for my colleagues? At the time I was reading Jane McGonigal’s Reality is Broken , and the idea hit me. FINDING THE NARRATIVE And thus, the Blackboardians were born – a tribe of brightly colored aliens migrating from their old, disheveled planet to a shiny new one, the Planet 9.
I held my breath, awaiting their response. Gamification: Using Game Mechanics to Enhance eLearning. Maybe you've heard of the term "gamification," and perhaps you're wondering what it is and how it can be applied to eLearning.
In short, gamification is the use of gameplay mechanics for non-game applications. Almost as important, as a definition of what it is, is a definition of what it's not. Gamification is not the inclusion of stand-alone games in eLearning (or, whatever gamification is being applied to). It also has very little to do with art-styles, themes, or the application of narrative. Rather, game mechanics are the construct of rules that encourage users to explore and learn the properties of their possibility space through the use of feedback mechanisms.
In the 15 years I've been making video games, a frequently discussed topic in the game industry has been on ways to engage users; a theme that I've found is enthusiastically discussed in the eLearning space. What is Engagement? First though, let's talk about engagement in a general sense. Meaningful Play: Getting Gamification Right. Gamification. 15 Ways to Integrate Gamification Features into Your SEO Strategy On Thursday I presented on Gamification with Jeff Coughlan from Matmi.com at SAScon in Manchester.
Jeff’s presentation (which I hope gets published online) was fantastic and really gave the audience a core understanding of what Gamification is, and is not. It was an honour to be in the presence of a games coder with 20+ years in the field. After Jeff spoke, I covered Gamification from the perspective of an SEO. Most insightful talk of the day from @Matmi & @SEOgadget on #Gamification, got us thinking, thanks guys #SAScon… Gamification. “This Game Sucks”: How to Improve the Gamification of Education (EDUCAUSE Review. Sarah "Intellagirl" Smith-Robbins (email@example.com) is Director of Emerging Technologies and a faculty member at the Kelley School of Business at Indiana University.
With this issue of EDUCAUSE Review, she begins a one-year term as Editor of the New Horizons department. Comments on this article can be posted to the web via the link at the bottom of this page. "Focusing on the ways that entertainment technology engages us can result in methods that we can transfer to any learning situation. " Gamification. Maybe you've heard of it. Education has been a system of status and points since the dawn of the Industrial Age.