How to Gamify Your Life with Jon Guerrera

The Gamification Revolution is the only live gamification webcast featuring Gabe Zichermann and fellow gamification experts every Thursday at 1 PM EST/10 AM PST/1800 GMT. Join us and have all of your gamification questions answered by these experts.

This past week’s guest was lifehacker and GSummit speaker, Jon Guerrera! Jon has been heavily involved with gamifying his goals to find success and actually gamified his way to a job at Google. Watch the interview to find out:

 

  • Why Jon started to gamify his approach
  • How to effectively choose motivating rewards for yourself
  • If cheating yourself is a problem
  • What kind of people these systems are appropriate for
  • Where you should focus gamification in your goals
Check out the video below for the full interview.



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Be sure to catch this week’s episode featuring game designer Tadhg Kelly and learn about gamification from the game designer’s point of view.

You can now catch the Gamification Revolution every Thursday at 1PM EST/10 AM PST/1800 GMT.

 

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How Companies Use Big Data & The Quantified Self Movement For Insight

The quantified self-movement (QS) is a hot topic in 2013 and focuses on using sensors and other trackers to acquire self-knowledge for the end goal of gaining deeper insight about personal habits. For example, I use Nike+ to log my daily run performance. I also make a list of my diet for that day and compare it to how well I performed. I am hoping that after a couple of months of use, I can figure out what the optimal diet is for me before I go for a run or engage in physical activities such as sports. Other examples can include measuring coffee intake vs. productivity or sleep activity vs. diet. With the inclusion of Big Data—the ability to process large amounts of data quickly—people are looking to contextualize all the data available on their laptops, mobile devices, or even social media platforms.

Whether or not you are actively participating in the QS movement, companies are adopting the method to find new ways to measure performance metrics. By measuring employee activity through sensors, these new metrics will be aggregated to redefine what being a successful worker means.

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GSummit 2012 Behind the Scenes: Beth Shiroishi, AT&T

(7/26 Gamification Expert Interviews Unlocked)

Every week until GSummit SF 2013, we’ll be unlocking some special content from last year to give you a preview on what to expect this April 16 – 18.

Listen to Beth Shiroishi, Vice President, Sustainability & Philanthropy at AT&T, talks about how the AT&T Foundation has been supporting gamified education and social good endeavors:

To see more expert gamification videos, visit our Video page or Subscribe to our YouTube channel!

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MMOWGLI: The Navy’s New Crowdsourced Ideation Game

What could the US Navy’s crazy acronym “MMOWGLI” possibly mean? – “Massively Multiplayer Online War Game Leveraging the Internet”

The acronym makes me picture an old Admiral with a monocole saying “Ah yes, we need to use the internets!” but the game is being used for more than just a little “war game”.

MMOWGLI is a new game by Office of Naval Research (ONR), Naval Postgraduate School (NPS) and Institute for the Future (IFTF) designed to crowdsource solutions for some of the Navy’s current problems.

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Gamifying the Classroom with World of Classcraft

A common dilemma with students is having to decide between focusing in school or playing video games. Shawn Young is looking to fix that.

World of Classcraft (WoC) is a game for the classroom where students can choose one of three classes, gain powers, and face peril. The game follows a rule structure commonly found in that of MMORPG video games like World of Warcraft. When students do positive actions in the class room they can gain experience points, which leads to leveling up, and gaining special abilities. The goal is to turn the entire classroom into a game – not just a few minutes each day at the end of class playing ‘heads up, seven up’.

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Study: Video Games Can Improve Reading Ability of Dyslexic Children

Most of the news surrounding gamification for health tends to deal with weight-loss and fighting childhood obesity but what about some of the positive effects? We’ve seen one study that shows videogames can offer “simulation-therapy” in improving vision. According to the HuffingtonPost, a new study has emerged that claims playing fast-paced games could even have cognitive benefits of improving the reading skills of dyslexic children.

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GSummit 2012 Behind the Scenes: Seth Cooper, Foldit

(6/26 Gamification Expert Interviews Unlocked)

Every week until GSummit SF 2013, we’ll be unlocking some special content from last year to give you a preview on what to expect this April 16 – 18.

Watch Seth Copper explain how Foldit was able to motivate citizen scientists to play for the greater good:

To see more expert gamification videos, visit our Video page or Subscribe to our YouTube channel!

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Bunchball Announces Nitro 5.0 Update to their Enterprise Gamification Platform

Bunchball today announced the release of Nitro 5.0 with a graphical overhaul and a suite of new features, including Nitro Studio, for employee and customer engagement.

Nitro Studio is a new control center that will allow for easy management of Nitro’s gamification features. New features of Nitro Studio include:

  • Accessible drag-and-drop user interface design
  • Integrated analytics including reports and data visualizations
  • A universal search function that works across the entire Nitro program
  • Mobile-optimized interface with responsive designs that are compatible for mobile usage. 
Bunchball has taken strides to ensure that Nitro 5.0 is their most user-friendly version of their enterprise gamification software so far and to make it useful for users of all skill-ranges, and not just for high-level enterprise users.
To learn more about Nitro 5.0 and and the new Nitro Studio, read their official press release.
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Wufasta Aims to Reward Video Game Loyalty with Physical and Digital Prizes.

Many people believe the video game console market is dead. In the face of growing mobile and casual games market, some would even go so far to say that traditional games are dead altogether. While we won’t know what the market will shape out to be just yet, there is one thing for certain: there are die-hard loyalists on each side of the spectrum and TechCocktail has recently written about a new startup wants to start rewarding these people.

Wufasta will be partnering with companies to produce branded promotions, reward gamers for completing in-game challenges, and even sponsoring professional completive gamers.

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Blitz Brainstorming Gamification Tool Fosters Organizational Creativity and Innovation

If creativity is a muscle, then gamification is the bench press. Much of workplace frustration stems from being stuck on day-to-day problems that arise such as optimization of a large workload or maximization of quantified metrics such as sales. Organizational creativity is in great demand for companies, and Blitz—a speed-thinking process that brainstorms innovative solutions—may be the gamified answer to the knot in the creativity muscle.

Dr. Ken Hudson, former marketing director of American Express, created Blitz as a fast, easy way to bring people out of a production rut. The main idea is to create as many as nine ideas in about two minutes. He found that when he gave managers less time to generate novel ideas, not only could they do it, but also they did it in inspired ways. Blitz’s rules and platform combines energy with creativity and production to drive innovation.

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Microsoft SharePoint Gamification Potential: Temporary Fad or Trailblazer?

Whether you are a project manager of a fortune 500 companies or a small business owner, organizing a project can often times be a tedious and strenuous process. Thankfully with the advent of collaborative software such as Microsoft SharePoint, the days of conflicting information and miscommunication between projects are a thing of the past. Yet, while SharePoint has been adopted by almost 4 out of 5 Fortune 500 companies, spanning over 125 million users, the software is still not being optimized to its full potential. This is where gamification could play a leading role in rectifying these challenges by increasing end user adoption as well as boosting organizational productivity.

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Prominent Gamifiers – Naureen Meraj and Imran Sayeed of NTT Data

Seeing a company’s employees in a fully collaborative and effective setting is extremely hard to come by these days. As businesses continue to promote cutthroat strategies to encourage individual performance, teamwork is almost non-existent. In fact, it may get so bad that simply communicating with colleagues over an internet chat-platform even becomes tiresome, which also isn’t helped by the fact that most of these communication platforms are hard to understand and difficult to work with.

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The War for Talent in the Enterprise with JP Rangaswami

The Gamification Revolution is the only live gamification webcast featuring Gabe Zichermann and fellow gamification experts every Thursday at 1 PM EST/10 AM PST/1800 GMT. Join us and have all of your gamification questions answered by these experts.

This past week’s guest is the Chief Scientist at Salesforce, JP Rangaswami! Robert has been working as an education researcher with the Gates Foundation and shares his knowledge on how games are affecting the American Education landscape. You can expect to learn about:

  • The ever-changing demands of modern work
  • Why the concept of generational gaps are becoming null
  • How to utilize existing corporate game cultures for gamification
  • The workspace disconnect of competitive employees working in teams. 
  • Salesforce’s strategy of focusing on engagement
Check out the video below for the full interview. Please note that a connection error occurs around starting at 9:58. Skip to 13:30 to resume for content.



Download this episode (right click and save)

Be sure to catch this week’s episode featuring lifehacker Jon Guerrera and learn to gamify your life and possibly land a job at Google.

You can now catch the Gamification Revolution every Thursday at 1PM EST/10 AM PST/1800 GMT.

Read More

GSummit 2012 Behind the Scenes: Sunny Lee

(5/26 Gamification Expert Interviews Unlocked)

Every week until GSummit SF 2013, we’ll be unlocking some special content from last year to give you a preview on what to expect this April 16 – 18.

Watch Sunny Lee discuss the future of credentials and recognition with Mozilla’s Open Badges project:


To see more expert gamification videos, visit our Video page or Subscribe to our YouTube channel!

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Gamify your Media Through Interactive Storytelling app, dio

Are you getting tired of sending and receiving pictures from family and friends? Are you ready to step it up a notch? Let’s try sharing experiences instead.

The creators of Second Life, Linden Labs, have introduced the beta phase of dio. This new interaction creator allows you to gamify your pictures, videos, other media for fun to share with people you already know or with the public. Users can upload pictures and create adventures from them with a  similar feeling to tabletop RPGs.

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