Gamification Roundup – January 23, 2012
This week on the Gamification Roundup it’s all about power-ups. From Badgeville parterships to Minecraft education and even your personal life hacks, see how gamification is giving everything a buff!
This week on the Gamification Roundup it’s all about power-ups. From Badgeville parterships to Minecraft education and even your personal life hacks, see how gamification is giving everything a buff!
The financial crisis has no doubt impacted us all. The direct results such as unemployment are often uncomfortably close, but the root causes remain distant and removed from our day-to-day lives. People blame Wall Street – innovation outpaced regulation, and financial institutions engaged in overly risky and even predatory behavior – but this also ignores the part each…
We’ve all read something along these lines before: “Company X announces new internal social network with gamification features”. With big names such as Samsung and Salesforce using this technology, there is clearly value to be had in having these gamified social networks. Inclusion of badges, points, and leaderboards all lead to increased user engagement but what happens…
Over the last 3 years, I’ve had the privilege of analyzing, deconstructing and helping design gamification for many companies and non-profits. Since the publication of my first book, Game-Based Marketing (now available in audiobook format), there has been an ever-increasing clamor for process, methodology and systems that can be used to make gamification more repeatable…
This week on the Gamification Roundup: Nicholas Kristof creates a casual game that will benefit refugee camps and schools, HealthTap receives $11.5 from Eric Schmidt and the Mayfield Fund, gamification incentivizes college students to do extra work, education credentials are possibly being replaced by digital badges and the Tate Museum creates a fun art history…
As the debate and discussion for games and learning continue in the field of education, there needs to be some clarification in terminology. Educators and Advocates may think they are speaking the same language, but this is not certain. When I read the many blogs, articles, and resources on the subject, I see some lack…
Gamification has largely focused on ways to play while you are at work, but what about getting to work in the first place? Regular work commutes are unpredictable, occasionally dangerous, and often overly stressful. An unimaginable number of variables are involved in the simple act of getting to-and-from work, and because of our car culture of hermetically sealed…
Editors note: Today, we’re introducing a new regular feature at Gamification.co: our news roundup. With the amazingly increased level of gamification-related announcements and insights, it’s getting harder to keep tabs on everything that’s going on. So, to make it easier, we’ll be curating the most interesting items and delivering them to you in digest form. You…
Historically, games have focused on competition. Gambling, video games, board games, and athletic sports are often defined by having a winner. On Forbes a few weeks ago, author Haydn Shaughnessy looked at the rise of gamification and the return of game-like competition to the workplace. According to him, too many corporations focus solely on collaboration…
Recently the NTSB released a report that strongly recommended a complete ban on driving and using mobile devices. Obviously, this would be an extremely difficult behavior to change. Gamification has been uniquely successful at changing such entrenched behaviors, so it occurred to us that it would be interesting to apply some gamified innovation techniques to topical…