Write Smart: Gamified Writing Tool for Government Employees

In 2010 President Obama signed the Plain Language Act. This act requires all federal agencies to use clear and effective language that the public can understand easily. The intent is for the government to stop using jargon and overly complex sentences that make it difficult for the everyday person to participate. The act lists no less than 30 specific rules and several other guidelines that are now required of government employees. Unfortunately the task of training them has been less than successful up to this point. Mike McClory, a professional working on writing training said “Five years later, only about one government employee in 10 has even heard of the law, and very few have participated in any meaningful plain writing training.” So McClory and his colleagues are introducing game based training in the skills of Plain Writing.

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Developing Literacy Skills with Video Games in Education

Games in education are nothing new. Because of their strategic nature that they share with subjects such as math, reading and writing, games have been used in the K-12 curriculums for decades. What is new is the use of a specific type of game for these subjects: the video game. This is especially the case with language arts. Like comic books, video games (including computer or PC games) in language arts curriculum have been controversial over whether they’re appropriate learning tools. This is because of the violent and seemingly trivial subject matter that video games have been stereotyped with. Besides this, its very graphic nature, moving pictures, has connoted the video game to be as mind-numbing as television has typically been made to seem. Like TV, the video game has been turned into an enemy of the traditionally more academic medium: the book. But these stereotypes are being broken more and more each day. Video games are showing capability of teaching the necessary literacy skills kids need to survive both in their studies and in the workplace later in life.

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Virtonomics: Business Simulation Platform for Education

Virtonomics is a strategic online business game that gathers over 1 million players worldwide. A virtual economy, fully populated by sentient people – businessmen and businesswomen, entrepreneurs, university and college students and overall smart individuals forming a friendly, business oriented community since the game was released in 2006 , December 11. Players are keen to share their knowledge and experience, explain how to implement successful business strategies and grow your company exponentially.

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T-Mobile Gamifies Corporate Travel With Points2Points Platform

Corporate travel is a necessary, but expensive, part of doing business. It’s made all the more expensive when employees don’t follow corporate policies intended keep travel costs at a minimum. T-Mobile used gamification platform, Points2Points to boost employee engagement in corporate travel policies. The effort not only improved compliance and saved the company money, it also ended up supporting the planting of trees in a part of the world damaged by deforestation. T-Mobile learned that an environmental reward can be a great employee incentive.

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Gamification Research in Poker Suggests Artificial Intelligence Applications

Part of what makes Texas hold ‘em poker intriguing to watch is that it’s a game where some of the cards are visible to all – both the players in the game and any spectators who are watching. This type of poker is what’s called an imperfect information game – all the players know different pieces of information about the elements in play. This kind of thinking has implications for technology, Slate reports.

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Health Games Research: Leading the Way for Gamification in Health

From casual smartphone gamers to hardcore console and PC elitists, almost everyone plays games. It comes as no surprise then that with the popularity of games on an upward slope, groups have come together to develop games that can support learning, reflexes, and peace of mind. The Health Games Research provides scientific leadership and resources to further the development. design, and effectiveness of game technologies that promote health.

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Gamification Review Part III: Why Kotex’s Mis Momentos Campaign Succeeded

Part 1 and Part 2 of this gamification review series.

Mis Momentos is an exceptional case-study in the power of cutting-edge community engagement, choice-based campaign design, cumulative participation, and empowerment of individual voices – all towards driving stronger brand positioning & increased sales.

To design world-class community engagement & customer loyalty campaigns, you need to deliver compelling interactive activities, games, contests, and programs that not only establish a rich user experience but also inspire exploration, discovery, and meaningful choices.

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Gamification Review Part II: Why Kotex’s Mis Momentos Campaign Succeeded

Start from Part 1 of this gamification review series.

The second time around, we went back to the drawing board with a fresh redesign to create a more fast-paced, 5-week campaign loaded with improvements, updates, and refinements. Although it seems like a very similar campaign at first glance, the changes touched virtually every part of the campaign with an eye towards creating deeper engagement, more balanced gameplay rules, better risk/reward elements, and greater flexibility.

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5 Gamified Environmental Apps For Sustainable Living

These days, most people will do what they can to lessen their individual impact on the environment. We shut off the tap while brushing our teeth. We try to remember to bring those reusable grocery bags along, when we head to the supermarket. The problem is, other than these, very few, popular green habits, most people are at a loss when it comes to living a more Earth-conscious lifestyle. So, now what? How do we get people to not only invest their valuable time learning new green habits, but also expend the energy necessary to implement these new habits into their daily life? The answer is simple. We use gamification.

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Getting2Alpha: Accelerate Product Design with Amy Jo Kim

Last time, we featured ShuffleBrain creative director and author, Amy Jo Kim to discuss about her upcoming new product design program, Getting2Alpha. By undergoing this step by step program, Amy explains how it can help accelerate early product design through expert coaching and super charged design toolkit. Registrations for Getting2Alpha are now open for only for this week.

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Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

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Gamification Review Part I: Why Kotex’s Mis Momentos Campaign Succeeded And Yours Probably Won’t

Poorly-conceived customer engagement campaigns have flushed many well-intentioned marketing dollars down the proverbial toilet. According to research firm Gartner Inc., 80% of customer engagement initiatives fail due to bad design. Some of the biggest failures are epic, costing brands millions of dollars and resulting in horrific ROI metrics. One big online retailer I know recently used an agency that delivered a campaign so disastrous that when they calculated the cost of user acquisition, it worked out to over $9,000 per engaged user.

Ouch.

We recently wrapped a second successful collaboration with Kimberly Clark Mexico for their flagship Kotex product line – a customer loyalty activity called “Mis Momentos”. The campaign results were notable, with over 20,000 Kotex customers participating, high repeat play (63%), and strong ROI (8%+ reach conversion). The brand’s investment has now resulted in an extremely versatile and cost-effective asset for supporting a strong base of participating community members across an unlimited number of campaigns throughout its entire brand portfolio. But it wasn’t necessarily an easy path to get there…

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Gabarello: Immersive Gamified Physiotherapy Tool for Children

Innovations in the video game industry over the last several years have not only made for high hopes in creating the better gamification of rehabilitation exercises but could also bring those innovations into homes. Games like Gabarello for the Lokomat designed in combined efforts by the Zurich University of the Arts, the University Children’s Hospital Zurich, and the Institute for Neuropsychology and Sensory Motor Systems Lab created opportunities for children and perhaps now adults with lower body motor skill loss. If gamification can help patients improve their mental outlook and physical capabilities, then this method of rehabilitation should incorporated whenever possible.

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Vaporized: Strategize For The Dematerialized Future with Robert Tercek

Last time, we featured President and founder of General Creativity, Robert Tercek to discuss his newly released book, “Vaporized: Solid Strategies for Success in a Dematerialized World”. Robert reveals how every aspect of society and economy will be changed with the rise of digital technology and how we ought to prepare to face it head-on.

Last time, we featured President and founder of General Creativity, Robert Tercek to discuss his newly released book, “Vaporized: Solid Strategies for Success in a Dematerialized World”. Robert reveals how every aspect of society and economy will be changed with the rise of digital technology and how we ought to prepare to face it head-on.

Watch the full interview below to learn about:

  • How does vaporization affect the individual’s ability to relate to one another?
  • Does the trend of vaporization with its connection to virtual items and games reflect a shift away from a capitalistic, ownership economy?
  • Will people pay for virtual items as much as how physical items are valued in the envisioned dematerialized future?
  • What is the tension for leaders who are leading the way for vaporization while being masters of the attention economy?
  • How are large and small companies responding to the vaporization economy and which will gain the most advantage?
  • How does the current organizational structure of the film and TV industry represent the future direction of efficiency?
  • How will training executives manage the advent of vaporization while having to provide the necessary skills needed for this new economy?

Watch the video or listen on the audio podcast below and be sure to catch our next guest, Amy Jo Kim on the Gamification Revolution.


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