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Consultancy firm Gartner predicts that by 2015, more than 50% of organizations that manage innovation processes will gamify those processes, and predict that by 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay and Amazon.
“virtual reality will be so much better than real life that some people will choose to live there instead”
Applications on mobile devices or services – such as disaster monitoring on social media platforms – are allowing ordinary people to change the world. People are creating their own technology to make their lives better; e.g. “gamification”, the use of online game design techniques and dynamics to engage communities and solve real-world problems.
Using gamers to collectively explore options:
Fold it is a web platform that involves gamers in contributing to important scientific research. Individuals can compete to design new proteins that could be used to prevent or treat diseases like HIV. Planet Hunters allows individuals to look through the massive quantity of images coming back from NASA’s Kepler spacecraft to help look for planets amongst the stars.
Using games to encourage green behaviour: A growing number of sites such Recylebank reward individuals for everyday green behaviours, like recycling, with deals and discounts in the US.
Using games to educate about sustainability: Oceanopolis is a Facebook game based on designed to educate users on sustainable living, in which users protect their island paradise from being buried under recyclable rubbish. Sweatshop is a game that educates users about the realities that many workers around the world contend with each day. Players act as the factory manager and are responsible for hiring workers while ensuring that prices stay down and product numbers stay high.
Using games to show gamers the challenges that businesses face: Karma Tycoon offers gamers the chance to run their own NGO. Oiligarchy puts gamers in the seat of CEO of the world biggest oil company, confronting them with real challenges like corruption.
Using games to come up with creative solutions to the world’s problems: Evoke is a ten week crash course in changing the world. The goal of this social network game is to help empower people all over the world to come up with creative solutions to our most urgent social problems. The game was developed by the World Bank Institute and is appropriate for all ages.
Using games to raise awareness about particular issues: The Reebok Human Rights Foundation, International Crisis Group and mtvU created the Darfur Digital Activities Challenge, which brought together technology students to create games to help educate the public about the genocide in Darfur. One of the finalists, Darfur is Dying, requires players to negotiate forces that threaten the survival of their refugee camps.
Using Games for Good: PSFK and Al Gore, with The Climate Reality Project, collaborated in an open source Gaming for Good Challenge where gamers were encouraged to create games that build awareness, promote fundraising, solve the unsolvable, embed knowledge, teach new skills or leverage collective manpower. One of the finalists was the very popular Facebook game, FarmVille, which gives players the change to run their own farms.
Gameboard. This is where you play your games on Zynga.com. The games you play on the Zynga gameboard are the same games you’ve been playing on Facebook, and all of the game data and activity is linked. Any level ups, game zFriends, supplies, crops and game cash you have are the same on both Zynga.com and Facebook. The Zynga.com gameboard is not linked to games on Google+.
Live Social Stream. On the right side of the screen you’ll get a constantly updating stream of game feeds. This is called Live Social Stream, and it features real-time game stories and game requests from your zFriends, and the rest of the players on Zynga.com. You have the option to toggle between just seeing just your zFriends or everyone playing your game.
Messaging. You can instantly chat with any zFriend you see online. If you’re playing the same game you can even send them energy. If you’re feeling somewhat shy, you can adjust chat settings and become Unavailable.
A zFriend is anyone you’re connected to on Zynga.com. With your zFriends you can play games, exchange help instantly and chat while playing, even if you’re not friends on Facebook. Your zFriends won’t have access to your Facebook profile.
THE MAIN WEBSITE TO CHECK OUT!!! http://www.gamesforchange.org/
The End, Unmanned and WAY Lead with Multiple Nominations
We’re seeing a new wave of games with even broader perspectives on social engagement and impact. Both the quantity and quality of this year’s submissions signal the growth of this sector in the gaming industry,” said Games for Change Co-Presidents Michelle Byrd and Asi Burak.
Beyond an attempt to internalize facts or advocate for fact-checking, Fibber attempts to both use in-game decisions to prompt players to reflect on their own bias in how they perceive “the truth” while also crowdsourcing the most “uncaught” deceptive statements made by presidential candidates so they can be shared via Twitter with the broader community. http://seekchange.org/fibber/
Korean game for social change http://www.greengrim.org/main.jce
This Week in Social Media Presents "Beyond Play: Gaming in the Connected Age" #11 - Robert Tercek's speech from the Casual Connect Conference, 2011
Helping you transform real money into virtual goods http://lp.xsolla.com/gamasutra-c/
List of 2012 gaming conferences http://www.jointhegamenetwork.com/event/index.html
Game Developers Conference Europe http://www.gdceurope.com/?cid=gamaste
Jesse Schell’s vision of the future of gamification is coming true (see ‘Buying into brands’) Our Tech Nightmare ("Skinner Box") DICE 2010 http://www.youtube.com/watch?v=nka-_Mhp7f0
Jesse Schell ‘The Pleasure Revolution’ http://youtu.be/4PkUgCiHuH8
Ultimately, what Schell sees as the motivating force in games, one that can be applied to all sorts of other “people” systems like commerce, education and games, is that of pleasure. He calls it a Pleasure Revolution, comparing it with a societal shift on the scale of the Industrial Revolution, when society moved from a survival economy to an efficiency economy. Shell argues that we are in the midst of a shift to a pleasure economy, in which the things we do must increasingly be either pleasurable to us, or help us avoid negative consequences. In other words, we are more and more engaged in activities in our real lives in which we try to maximize the “want to” activities and minimize the “have to” activities.
Games, says Schell, do this really well. They’re actually designed purely for pleasure. It’s no wonder everyone from governments to airlines and schools are looking to gamify their activities. The problem is the way it’s being done. Schell says that instead of gamification, we should focus on the motivational design of the experience itself. He suggests that these very same companies, governments, and schools focus on what their guests (or customers or students) will like about the given experience, based on the context of the experience, and try to find ways to increase their pleasure. In other words, how do experience designers get their target audience to like what they offer even more?
Google TechTalks are a series of talks “designed to disseminate a wide spectrum of views on topics including current affairs, science, medicine, engineering, business, humanities, law, entertainment and the arts.”
Play with your friends & family to save the most energy and win prizes https://www.simpleenergy.com/
“At Aetna we think gamification has the potential to help people improve their health by making it fun, rewarding and engaging.”
- Dan Brostek, Head of Member and Consumer Engagement at Aetna
“Gamification is ultimately not about buzzwords and mechanics, but better and more meaningful experiences.”
- Esteban Contreras Social Media Manager at Samsung USA
“Gamification unlocks a new category of incentives for organizations to use in encouraging and celebrating preferred employee behaviors.”
Richie Etwaru, Director of Social Enterprise at UBS
Named after the brain's own reward system activator, Dopamine is a creative agency focused on fun, innovative, gamified campaigns for employees and consumers. http://dopa.mn/
Banking Conference Game Resulted in 40% Participation Rate – MarketWire, March 23
Financial media company SourceMedia decided to introduce a gamification element at their banking conference last week. The game, called SuperBanker, is a mobile-based game that had banking executives competing for points by answering various trivia questions about the event and the banking industry. Players were also able to earn points by meeting other attendees and attending exhibitions. SourceMedia reports that over 40% of the 500 attendees were participating in the game. http://gamification.co/2012/03/26/gamification-roundup-march-26-2012/
Virtual Stock Exchange Games http://www.marketwatch.com/game/?link=MW_Nav_GA
Jive Software is a leading global Social Business company. We bring social technology innovations from the consumer world into enterprises securely and at scale, changing the way work gets done. Our platform combines the power of big data, enterprise integrations and social collaboration technologies. Millions of people at the world's largest companies are using Jive-powered communities internally and externally to transform their businesses.
Empire Avenue is the fastest and most effective way to expand, engage and evaluate your social networks.
Empire Avenue's comprehensive social media suite is powered by the Social Stock Market, where you use your virtual currency to expand your social media audience. Your virtual investors will share in your success as they earn valuable currency through your online activity and engagement.
Use Empire Avenue's powerful Missions to drive traffic and engagement to your online content and social profiles, and to gain relevant new fans, followers and subscribers on Facebook, YouTube, Twitter, Instagram, Google+ and other networks.
Finally, use the built-in Network Scores and other metrics to gauge the effectiveness and progress of your social media efforts, to pinpoint areas of improvement and to keep an eye on your network growth.
With all of these tools in one place, Empire Avenue is the social media rocket fuel you've been looking for.
Learn about Missions – we have Videos! http://blog.empireavenue.com/2012/01/13/learn-about-missions-we-have-videos/
Much like other social media games, Empire Avenue uses a strictly virtual currency called Eaves as a means of purchasing shares in other players, additional rights within the exchange, advertising and services. Eaves can be purchased with real-world currency via PayPal, but cannot be exchanged for real-world currency. The founder and CEO of Empire Avenue said there are plans to introduce features that will allow players to exchange Eaves for real-world rewards.
Klout measures influence online http://klout.com/corp/about
Be an SF Hero by being prepared for an emergency, getting involved in your community, learning new skills, and more...Your friends will be impressed! http://sfheroes.com/
Jane McGonigal asks: Why doesn't the real world work more like an online game? In the best-designed games, our human experience is optimized: We have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. In her work as a game designer and director of game R&D at the Institute for the Future, she creates games that use mobile and digital technologies to turn everyday spaces into playing fields, and everyday people into teammates. Her game-world insights can explain--and improve--the way we learn, work, solve problems, and lead our real lives.
Several years ago she suffered a serious concussion, and she created a multiplayer game to get through it, opening it up to anyone to play. In “Superbetter,” players set a goal (health or wellness) and invite others to play with them--and to keep them on track. While most games, and most videogames, have traditionally been about winning, we are now seeing increasing collaboration and games played together to solve problems
Games for Change a new suite of services to guide organizations, and individuals that are actively pursuing games to further their public, philanthropic or academic mission. The services seek to lift up the field of social impact games and can range from the modest to the comprehensive: concept workshops, help in a public request for proposal process or support in the production and launch of a project. Some of our ongoing projects include:
According to Pulitzer winning authors Nicholas Kristof and Sheryl WuDunn, the oppression of women world wide is the central moral challenge of our time. And women are not the problem, they are the solution, with great opportunities for economic and international development. Based on the critically acclaimed best-selling book, “Half the Sky” is a landmark transmedia campaign that aims to use the power of television, social and mobile games, the web, and inspiring online videos to bring awareness and drive engagement through millions of people worldwide. With funding from the Ford Foundation, the UN Foundation, and USAID, Games for Change is leading the production of the game related aspects of the project: a Facebook game and mobile games in India and East Africa.
Together with top Facebook developers and social media experts, this project will introduce a cutting edge, online social experience that turns game-play into real-world activism. The goal is to draw millions of players globally, and transform their digital engagement into real-world actions and micro-donations, building the capacity of the existing NGO network and partners of Half the Sky. The game is in early stages of production and set to launch following the television broadcast, in the end of 2012.
There are 3.5 billion mobile phone users in the world and more than 65% of them are in developing countries. Millions of these users rely solely on low-cost handsets for daily communication and information. With the support of USAID, we are currently testing three mobile games aimed at communities in India, Kenya and Tanzania. Developed and distributed together with E-Line Media and Mudlark, audiences in these countries will be able to explore games such as “9 Minutes” (healthy birthing practices), “Worm Attack!” (deworming awareness), and “Family Values” (highlighting the place and value of girls in their family).
USAID is launching a global gaming initiative aimed to empower youth in the developing world to find their role in the community, family and local economy. USAID is the government agency providing US economic and humanitarian assistance worldwide for more than 40 years. The project is in its pilot stage in the Middle East, with NetHope as the implementing partner.
Games for Change assisted WBI’s executives in crafting their gaming strategy and the planning of several game projects aimed at veteran policy makers in developing countries. The digital games were designed to be embedded in existing training programs offered by WBI in Asia, Africa and Europe.
The Games for Change Annual Festival
Often referred to as “the Sundance of Video Games”, the Games for Change Annual Festival is the biggest gaming event in New York City, attracting over 800 participants every year. It brings together leaders from government, corporations, civil society, media, academia, and the gaming industry to explore the increasing real-world impact of digital games as an agent for social change. The Festival is also a showcase for some of the most innovative new games in production.
Highlights include Vice President Al Gore, who opened the 8th Annual Festival (June 20-22, 2011). Headlining the 2010 Festival were Honorable Supreme Court Justice Sandra Day O’Connor and U.S. Chief Technology Officer Aneesh Chopra.
At the invitation of Grantmakers in Film + Electronic Media (GFEM) and the John S. and James L. Knight Foundation, Games for Change was chosen to be part of the curatorial team introducing a new theme around games that will run throughout the Annual Conference of the Council on Foundations. CoF is a national non-profit, membership association whose members’ collective assets exceed $300 billion. The Conference attracts over 1,000. Together we’re highlighting the opportunity to showcase concrete examples of the manner in which games are supporting philanthropic investments and can be used effectively as critical tools in humanitarian and educational efforts.
Games for Change held a new day-long Summit at the 2012 edition of the annual Game Developers Conference (GDC) in San Francisco. GDC is the longest running and world’s largest professionals-only game industry event, drawing in over 22,000 attendees in 2012. You can learn more about the 2012 Summit at the Games for Change @ GDC website.
International Games for Change Chapters
The growing international influence of “games for change” movement is evidenced by the emergence of licensed chapters in different regions of the world. The first, in South Korea, was formed in 2007. With our assistance, the chapter has worked with the South Korean government to sponsor games; hold annual game-making summer camps for youth, and has encouraged the adoption of a version of the iCivics game in collaboration with the Korean Ministry of Justice. Inspired by PeaceMaker’s treatment of the Israeli-Palestinian conflict, the South Korean chapter also facilitated government funding of a new game on the demilitarized zone between North and South Korea called Nanu Planet.
In France, The Chamber of Commerce in Valenciennes supported the establishment of Games for Change Europe. Seeing an opportunity to link games with economic development, the government launched the first European Games for Change Festival in May 2011.
A newly formed Latin America chapter, headquartered in São Paulo, Brazil, is moving quickly to forge strategic partnerships, including one with the Brazilian Association of the Game Industry and the Brazilian Computer Science Society. The first annual Latin America Games for Change Festival was held in São Paulo on December 8th – 11th.
Half the Sky is a transmedia project based upon the best-selling book by Pulitzer Prize winning authors Nicholas Kristof and Sheryl WuDunn. The project aims to highlight the moral challenge of oppression of women around the world, and equally to present the opportunities women offer to promote economic development and combat fundamentalism – to “hold up half the sky,” in the words of a Chinese saying. Games for Change is working with several partners to develop the initiative’s game projects: a global Facebook game and mobile games in India and Africa. Funders of the Half the Sky transmedia project include the Corporation for Public Broadcasting(CPB), USAID, the Ford Foundation, The Bill & Melinda Gates Foundation, and ITVS.
Games for Change offers a suite of services to guide organizations and people who are actively pursuing computer and video games to further their public, philanthropic, or academic mission. Clients include organizations such as USAID, the World Bank Institute, the American Museum of Natural History, and CURE International.
The Games for Change Arcade Games for Change curates dozens of digital and non-digital games that engage contemporary social issues in a meaningful way. These games have been created by cross-disciplinary teams from around the world. If you enjoy these games, please share them with your friends, family and community.
With the support of the John S. and James L. Knight Foundation, Games for Change has developed a series of panels, a game channel, a game award show, and other activities to explore the use of digital games to better inform and engage the public in understanding the most important public issues of the day.
Wetopia, The Social Impact Social Game
Currently in beta, Wetopia has joined with an initial 13 major nonprofits like Save the Children, BuildOn and Children's Health Fund, whose charitable activities players will benefit. And the company promises some big stars will step up to approve the effort -- television host and comedian Ellen DeGeneres has already said she's proud to be involved.
Articles about game design to achieve behaviour modification http://2359media.com/companyblog/
A Behavior Model for Persuasive Design
Behavioural Game Design, John Hopson, 2001
“an agent of the information economy”
1. Decentralized P2P Networks
2. Scalable Gift Economies built on 1.
5. Gamification for harnessing collective intelligence and motivating self-organization / Crowdsourcing / Peer Production
6) Social Currency
7) Third Industrial Revolution / Global Reset
Gamification – Rules of Engagement? By Kate Hagemann
Putting You in a Skinner Box
Creating Virtual Food Pellets For You To Eat
That's why the highest court in South Korea ruled that virtual goods are to be legally treated the same as real goods. And virtual goods are now a $5 billion industry worldwide.
Making You Press the Lever -BF Skinner knew. He called that training process "shaping." Little rewards, step by step, like links in a chain
Keeping You Pressing It... Forever
Easing Them In; Eliminating Stopping Points; Play It Or Lose It
Punishment - Behaviorists call this "avoidance."
So What's The Problem?
Video game designer Erin Hoffman said it perfectly: "Addiction is not about what you DO, but what you DON'T DO because of the replacement of the addictive behavior." She was talking about how the attraction of a simple flash game like Bejeweled depends entirely on how badly you want to avoid doing the work you have open in the other window.
Physicist and Ig Nobel Prize–winner Fisher (How to Dunk a Doughnut) explores how game theory illuminates social behavior in this lively study. Developed in the 1940s, game theory is concerned with the decisions people make when confronted with competitive situations, especially when they have limited information about the other players' choices. Every competitive situation has a point called a Nash Equilibrium, in which parties cannot change their course of action without sabotaging themselves, and Fisher demonstrates that situations can be arranged so that the Nash Equilibrium is the best possible outcome for everyone. To this end, he examines how social norms and our sense of fair play can produce cooperative solutions rather than competitive ones. Fisher comes up short of solving the problem of human competitiveness, but perhaps that is too tall an order. Game theory works better as a toolkit for understanding behavior than as a rule book for directing it. Fisher does succeed in making the complex nature of game theory accessible and relevant, showing how mathematics applies to the dilemmas we face on a daily basis.
“everyone will have an attention broker – the value of your attention spending = social currency”
“Social currency can be the basis of exchange of value”
When Will We See Gamification In Government?
Apr 21 12 CraigThomler
…. with the announcement of the addition of achievements, badges and a leaderboard to Microsoft’s Visual Studio coding community, it is clear that the shift to using gamification for training and employee management is already beginning.
Uploaded by KnowledgeAtWharton on 16 Aug 2011
In a government bureaucracy, any innovation can take years to come to fruition. But that can change, says Tom Kalil, deputy director for policy for the Office of Science and Technology Policy at the White House. Kalil recently participated in a two-day conference at Wharton titled, "For the Win: Serious Gamification," which looked at the application of gaming techniques in business, education, government and other scenarios. Before the conference, Kalil spoke with Kevin Werbach, a conference organizer and a professor of legal studies and business ethics at Wharton, about why gamification has become a hot topic at the White House. http://www.youtube.com/watch?v=jc6amuDJ8II&feature=related
O'Reilly Webcast: Gamification Patterns & Pitfalls http://www.youtube.com/watch?v=a2LDip9HPwY&feature=related
One game mechanic that can be effectively used for achieving buy-in is cause-and-effect game simulation. These simulations can help raise awareness of the impact of the user’s existing behaviour patterns and the need for change. A simple example of such a simulation is Stone City, commissioned by Cold Stone Creamery, in which employees learn to scoop the right portions of ice cream. An aspect that we see as critical to achieving buy-in, and thus to sustaining motivation beyond the confines of the game, is the game illustrates the long term repercussions of incorrect portioning behaviour on the profitability of the company
Used by Deloitte and Dell
Gamification, reputation, social networks, analytics
Increase engagement, grow revenue, drive lifetime user value
lots of articles here
Lots of social gaming here FACEBOOK DEVELOPERS Games Tutorial https://developers.facebook.com/docs/guides/games/
Will Gamification be the Biggest Smart Grid Game Changer?Posted June 24, 2011 http://theenergycollective.com/christine-hertzog/59782/will-gamification-be-biggest-smart-grid-game-changer
Games are identified as one of the biggest trends for social media and mobile devices. Gamification is called the next big thing for marketing. Both have exciting implications for behavior change in the health care sector. So will social games and gamification play a significant role in changing consumption behaviors for electricity, gas, and water? Yes. Gamification incorporates various game mechanisms like achievements, points, status, and behavioral momentum into existing communication channels to engage and educate target audiences. It’s a great tool for utilities and Smart Grid vendors to use with residential consumers to communicate complex concepts around energy efficiency, demand response, integration of distributed generation and new pricing programs.
Social gaming differs in several key aspects. First, it is based in social network infrastructures like Facebook. Second, it requires interaction with other players in a competition built around an application specifically designed for play. There are additional distinctions, but this explanation sets the stage for why utilities should infuse gamification into their existing websites to build knowledge and support for Smart Grid initiatives such as smart meter deployments, introduction of Time of Use (TOU) pricing, or enrollment in demand response (DR) programs. Smart Grid vendors should build games into their solutions that allow for communication of achievements (such as “hey look at the score I received on my energy behavior knowledge) to interactive programs that deliver status or rewards to players and winners.
Here’s one example of how games could expedite enrollment in a DR program. A utility is building a communications outreach plan to the residential consumer base to build enrollment in a new DR program. As the project team reviews the multiple channels available for outreach (such as contact centers, printed billing inserts, websites, Facebook pages, and community interaction tactics) they acknowledge that the program is difficult to explain and therefore negatively impact their ultimate enrollment success. Some team members read that games have often been used to educate and motivate desired actions. They note that the utility website would be a natural location to add game mechanics to teach consumers about the individual, community, and societal benefits of DR participation. Rewarding “players” through a series of simple games for achievement can motivate them to actively seek information and recruit more players when rewarded for that. Players earn points for participation based on the game objectives. End result – consumers become promoters of the DR program, and peer-based recommendations for participation in the DR program causes enrollment to surge.
The gamification project doesn’t stop there. Consider how its influences can be extended to positively impact local businesses in the utility footprint. The utility project team realizes that any point rewards need to be redeemed somewhere, and sees that they can dramatically expand the scope of the educational outreach (and deliver some additional community benefits) by working out agreements with local businesses that are willing to redeem game points towards the purchase of approved merchandise or services. Services could include energy efficiency upgrades, HVAC maintenance and other actions that deliver long-term benefits to utilities in reduced energy use. Merchandise can include energy-efficient appliances and light bulbs, EV charging stations, or solar panels. These “redemption centers” are listed on the utility website, and those commercial establishments that are participating in any other utility energy efficiency or curtailment programs are highlighted to recognize their good energy behaviors, and extend the teachable moments to consumers and other businesses. Local merchants enjoy the increased sales activity, local governments applaud the boosts to local business, and the utility has achieved many more benefits than mere load reductions.
Report: Video game designer sentenced to death in Iran over propaganda charges
Enterprise Gamification: Motivating the Gen Y Workforce
Lots of articles here http://www.ziba.com/trends/game-wise/#/trends/game-wise/
Gamification for Good - Charity, Non-profits and Social Good
Gamification for Social Good
Gaming the System – Split or Steal Style
This Week in Social Media Presents "Beyond Play: Gaming in the Connected Age" #11
details on lawsuits for addiction to gaming
What is Tradefields?
Is a game designed to enter the world of trading and share experience among your friends. Either for starters or experienced users, Tradefields will help you get further market knowledge and who knows, if some day, make you win lots of money in the stock market.
The idea is to mimic the experience you would have with a Real Broker, where you would put your money in order to invest it in the stock market. Using similar tools but instead of using real money, you use paper money, so you can learn without the danger of losing your Real-Life Earnings. When we first log into Tradefields we are granted a 10 million dollar account.
The reason that gamification works so well, is because everyone is competitive. By introducing a form of competition into an existing community, you will notice that, automatically, people will start competing eachother and themselves.
BUT; Is the above statement correct? Does everyone compete?
Ask yourself the question: When you start something new and you are enthousiastic about it, don't you then strive to be the best at it?
Most likely the answer will be "Yes darnit! Why would I do something, if I don't have the ambition to achieve something with it!?"
Probably, in this community, more than 90% of the people will be competitive/ambitious. It's hard to roll in the SAP world without ambitions, without a competitive spirit. If I look at the people I know, I have a very hard time to come up with some that have no ambition/no competitive spirit whatsoever. So maybe the percentage is even higher. (Disclaimer: the numbers I put here are my own estimations based on my own surroundings. It's hard to find figures on this subject)
It does however imply, that there will always be a minority that doesn't want to compete and for who Gamification will not work.
There's no game in which you can't cheat. Cheating is as old as playing games. In the old times, people used weighed down dice, slipped cards up their sleeves or fought unfair. Today, in international soccer, the word "Schwalbe" refers to players that pretend to be the victim of a foul, so they can get a penalty. It's a way of turning the rules against the game.
This can be very hard to identify. If you act completely according to the rules and manage to make your benefit by creatively applying it, you can break the gamification system. In Belgium, the most popular national sport, is creatively applying taxation rules to pay as little taxes as possible. Companies manage to pay only 2% taxes in a completely legitimate way. Everyone knows that it is entirely against the spirit of the rules, but it's not a violation. (it's not only companies by the way. Everyone does it, also on personal taxes. It just happens to be more visible with companies.)
I know that I repeatedly said in the discussion that I don't really care about the points. that's not quite true. somewhere in the back of my mind, I do care about the points, in the sense that they are an indication of the recognition and I want to look good among my peers. I don't care about the points in the sense that I do not want to hunt for them. Because then, I would be cheating the system. I am competitive, but I also want a fair competition. That brings us to the third pitfall.
The goal should always be "improving your results", whatever these results may be. Gamification can provide you the means to reach this goal. If you put too much the focus on the game, you jeopardize the results and you can end up with the previous pitfall. The system could be turned against itself, completely annihilating the results for sake of the game. If this happens, than you either have to remove the game, or you have to adapt it to better fit the purpose.
If you however decide to change the rules of the game, you also have to be aware that the user behaviour will change. People will have to find a new "playing"-style which yields them the best result and hopefully also improves the actual wanted results. My first reaction when I saw the new game rules right here was: "Meh, it looks cool, but what will it mean to me?" Two weeks later I was getting concerned already, and considered to change the way I interact with the website. (Which I actually don't want to, because I'm a fan of blogging)
So keep in mind, that when you introduce gamification, or change rules of an existing game, you do so with the intended result in mind and with your target group of users in mind. Their behaviour, will affect your results. so you better make sure they are aligned and diversified as well. Not everyone works in the same way.
Just because not everyone works/plays in the same way, you can't judge everyone in the same way. A slalom skier is not judged on the same criteria as a freestyle skier. If they were, we would never see a double cork on the big-air, we would simply see them going around the jump.
This is something to keep in mind. There are many paths to a destination, so make sure you don't focus on one way of working, but you diversify your "game". Otherwise, you risk losing your creative personnel who have alternative ways of getting the job done, but don't see any reward for that.
A very important and often overlooked playing style, is teamwork. Most gamified environments reward individual achievements. Just like not all games are individual, many achievements in professional environments are reached by teamwork. This also has a very high impact on inclusion . "Why?" You may ask. there is a fundamental psychological difference in the mentality between the men and women. This is not me saying this, this is a universal phenomenon. There are always exceptions, but if you don't foresee alternative rules for teamplay, you risk losing talent!
Evoke: a crash course in changing the world.
Terra Nova is an interdisciplinary weblog about the intersection of society, simulation, and play. We have been posting since September of 2003. Authors include scholars and practitioners from a variety of disciplines. In its early years, Terra Nova focused on the phenomena of "virtual worlds," including MMORPGs, MUDs, and other forms of ludic and non-ludic avatar-based social software. Currently, we post about whatever topics we find interesting.
download the pdf here
BEYOND BADGES: gamification design workshop
At the height of his addiction Ryan van Cleave had little time for his real life. World of Warcraft, a video game, had crowded out everything: his wife and children, his job as a university English professor. …. "Playing WoW makes me feel godlike," Van Cleave wrote. "I have ultimate control and can do what I want with few real repercussions. The real world makes me feel impotent … a computer malfunction, a sobbing child, a suddenly dead cellphone battery – the littlest hitch in daily living feels profoundly disempowering. http://www.guardian.co.uk/technology/2011/aug/29/world-of-warcraft-video-game-addict
Norman I. Badler, professor of computer and information science at the University of Pennsylvania in Philadelphia, similarly predicts that in the future "virtual humans will see with synthetic vision, sense our (and each other's) movements, know us and our actions, and respond in a coordinated and context-appropriate manner. We will communicate with [them] as we communicate with [real] people . . . and use them as information sources, conversational partners, clerks, and complaint departments."
The idea that people might choose to ignore the actual world and withdraw into virtual reality began to concern writers and thinkers long before VR technology actually developed. In Summa Technologiae , a book of essays about the future published in 1964, Polish science-fiction writer Stanislaw Lem described an imaginary machine that he called a Phantomat. According to an essay by author John Gray, Lem pictured the dangers of permanent immersion in the Phantomat's virtual reality this way:
The more realistic the virtual world the machine creates, the more imprisoned we are in our imaginations. As our embodied selves, we interact with a world we know only in part, and which operates independently of our desire. In contrast, the virtual worlds we encounter in the Phantomat are human constructions. Fabricated from our dreams, they are worlds in which nothing can be hurt or destroyed because nothing really exists. In short, they are worlds in which nothing really matters.
Richard DeGrandpre, like Lem, believes that once people become used to virtual worlds, the real world will no longer satisfy them, and they will withdraw from it. This will happen, he thinks, not only because virtual reality will be so appealing, but because social, environmental, and other problems will have made the real world just the opposite. "The ultimate reason we're apt to be taking flight from material reality," he writes, "is to escape the expanding unpleasantness of our inner and outer lives—a melange [mixture] of boredom, restlessness, . . . anxiety, and depression."
Never Take Your Eyes Off This Hacker Metric, by Nir Eyal (May 26th, 2012)
As opposed to distribution channels, the mechanics driving user engagement do not follow a power law. In fact, it is the nuances of user behavior that make the competition irrelevant, just as it did in the case of Facebook’s early rivals.
Discovering non-obvious user needs and creating accompanying habits is accomplished through deep observation grounded in solid behavioral theory, followed by methodical trial and error. It takes time to create new habits and getting the user to act the way you’d hoped is accomplished by uncovering a thousand tiny insights into the user’s psyche. The process of uncovering latent needs is characterized by understanding more about users than they know about themselves.
The distribution strategy will always be obvious, but the behavioral insights are important secrets that can only be discovered through rigorous testing. Zynga had one obvious way to acquire users, namely Facebook ads. But the company has a cadre of behavioral insights it uses to craft addictive games. It collects terabytes of information daily to alter game dynamics to boost user engagement. Quora primarily drives users to its site through Google search traffic. But the conjecture about all the reasons why the service is so sticky spills over a long question thread. Instagram posted images to Twitter and Facebook to drive user acquisition, placing its growth strategy in plain sight. However, the founders, one of whom studied psychology as a Symbolic Systems major at Stanford, acquired a deep understanding of what makes users tick and click.
THE SOCIAL GAMING MARKET
While the social-gaming market has been growing steadily for a while, it is predicted to skyrocket over the next three years. You can expect bumper crops in Farmville. Marketers are realizing the opportunities to promote their brands through social games.
2008 $0.2 billion
2009 $0.7 billion
2010 $1.3 billion
2011 $3.1 billion