Gabe Zichermann on Autism, Engagement and Memecube

The Gamification Revolution is the only live gamification webcast featuring Gabe Zichermann and fellow gamification experts every week. Join us and have all of your gamification questions answered by these experts.

This past week, Gabe discusses how the rise of autism will make engagement even more important in his closing keynote at GSummit. He then gets into Memecube’s success as the world’s first gamified conference Twitter app, debuting at GSummit. Get the full story by watching the video below:

Be sure to catch us for tomorrow’s episode featuring Ross Smith, Director of Test at Microsoft and creator of the Language QA game for Windows!

Join us every Thursday at 1PM EST for the Gamification Revolution and have all your engagement questions answered!

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Call for Gamification Startups to Attend GameFounders Gaming Accelerator

GameFounders is Europe’s first gaming startup accelerator and is seeking startups for an intensive 3 month development program in Tallinn, Estonia starting in September. Applications are open to both gaming and gamification startups until June 20th. You can apply here: gamefounders.com/#/apply.

GameFounders is the only gaming accelerator in the world that invests up to 15,000 EUR seed capital for a 9% share in the accelerated companies. They are also the first gaming accelerator in Europe. They have had two selection cycles featuring 14 top contenders from Argentina, Lithuania, Italy, Germany, Macedonia, Hungary, India, Holland and Estonia. In total they have received applications from 47 countries globally.

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Educating with WoW and Minecraft with Lucas Gillispie

The Gamification Revolution is the only live gamification webcast featuring Gabe Zichermann and fellow gamification experts every week. Join us and have all of your gamification questions answered by these experts.

This past week’s guest was Lucas Gillispie, educator and creator of Edurealms — a site dedicated to providing educational materials that make use of games like World of Warcraft and Minecraft. Check out the full video to learn about Lucas’ insights on using games in the classroom and some of the challenges he faces.

Be sure to catch tomorrow’s episode at 1PM EDT with Gabe for another gamification design QnA on the Gamification Revolution

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My Gamification Birthday Wish

Today is my 39th birthday.

When we started on this crazy gamification journey in 2010, I could not have predicted how large an impact our community would have in just 3 short years. What began as a shot in the dark (“I think there are some people out there who think that game concepts can improve business and the world”), has mushroomed into a real movement. Collectively, you have worked to design change in marketing, human resources, product development, strategy and business process. You’ve brought the best ideas from games, loyalty programs and behavioral economics to health, finance, education, government, loyalty and travel…just to name a few industries.

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All Gamification Companies in the Buyer’s Guide Now Have Lead Generation

The Gamification Co Buyer’s Guide has been steadily growing ever since we first launched it back in November 2012. It’s the only comprehensive selection of gamification vendors with filtering elements to help you find the right partner to help you implement gamification into your organization.

Now that there are 60+ qualified gamification vendors listed in the database, we decided to celebrate this milestone by offering each vendor a free service upgrade to receive lead generation from their company profile.

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GSummit SF 2013 Recap with Jessie Rogers

The Gamification Revolution is the only live gamification webcast featuring Gabe Zichermann and fellow gamification experts every week. Join us and have all of your gamification questions answered by these experts.

This past week’s guest was GSummit veteran, Jessie Rogers. Jessie has been working with Gamification Co and has GSummit since Day 1.  In this week’s episode, Gabe and Jessie discuss how the gamification landscape has changed in two years and what it means for the future to come. We also get some insights about some of the speakers and behind-the-scenes information.

Check out the video below for the full interview.

Be sure to catch tomorrow’s Gamification Revolution episode at 1PM EDT with educator Lucas Gillispie as he discusses using World of Warcraft as an education tool in his classes as a part of WoWinSchool.

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Memecube’s Success as the the World’s First Real-Time Gamified Twitter App for Events at GSummit 2013

This past GSummit 2013 in San Francisco conference was again powered by the world’s first real-time gamified twitter app for events, Memecube. Running on its second iteration, Memecube 2.0 allowed all the attendees at GSummit to engage with the best speakers and ideas coming out of every session in a contained Twitter environment. 40% of all GSummit attendees engaged with the application, creating 4775 tweets with the hashtag #gsummit and an additional 4135 check-ins to food truck vendors and sponsored presentation booths.

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The Term Gamification: Why I Hate It AND Why I Love It

If one area of engagement can be taken for granted, it’s the one when people engage again in passionate discussions on the term “gamification.” It doesn’t matter if you are coming from inside or outside the industry. It seems to engage. Given that, alone that would already a big case for keeping that term. But let’s not hasten the things, let me go through that step by step

Recently Kris Duggan, co-founder and former CEO Badgeville and gamification-evangelist (ok perhaps more “whatever-you-call-it-but-not-gamification”-evangelist) took up the torch to lead the latest rally against the term. Kris and others have certainly not one, but many good points when they talk about the initial reactions of corporate (and we only talk about “boring” enterprise) when they are confronted with that term. And I agree with many of them. And knowing Kris, who in the spirit of every innovator, needs to be convincing, smart, and sometimes a little bit of a prankster, is certainly one of the best minds to open that topics for an honest discussion

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Social Roulette and Assigning Values to Our Social Networks

Social Roulette has a 1/6 chance of deleting your Facebook Existence. Well at least it used to until Facebook took down the app, according to an article posted by TechCrunch yesterday.

Social Roulette is a version of Russian Roulette: a game in which you place a single bullet in a revolver pistol, spin the barrel, and pull the trigger at yourself. If you’re unlucky, the single bullet will be in that chamber and subsequently send you into oblivion. Social Roulette is a play on this concept but instead of losing your life, you would only lose your all of your Facebook posts, pictures, and friends.

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A Lesson from Valve on The Importance of Innovation

In the early 90’s, Gabe Newell, a Microsoft employee, commissioned a survey to see what was actually installed on people’s PCs. To Newell’s surprise, the most installed software actually was not Windows. Windows was only in second place at the time. What was the first? First place actually belonged to to id Software’s Doom video game. It was at this time Gabe left Microsoft to start Valve, one of the best video game development companies in the nation. They are the creators of the famous Half-Life and Portal series. They also have their own online game distribution platform called Steam, which has over 50 million users.

Gabe started Valve because he found the results of the software survey to be very telling. How could dozen people in their mid-20’s manage to get their software installed on more PCs than the product made by the largest software company in the world? Simple. The nature of productivity has changed.

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Online Gamification Certification Course Now Available on Udemy

Demand for gamification certification has been steadily increasing throughout the years and it has gotten to the point where we’re unable to keep up with demand for certification at our live events. In order to meet this demand, we decided to create an online course that would help meet the needs of all those looking to be certified from the comfort of their own home, time, and pace.

You’ve asked for it and now we’ve delivered: an online gamification certification course is now available exclusively through Udemy as a part of TechCrunch’s new CrunchU collection of education courses.

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Why It Doesn’t Matter What “Gamification” Is Called

There were many brilliant stories of successful case studies and tactful use of engagement techniques at GSummit 2013 but a common qualm about the concept of gamification was made clear in a number of presentations:

People really don’t like the word “gamification”.

Various high-profile speakers, including 2 of the top 10 speakers at GSummit 2013 (Schell and Werbach), explicitly mentioned their displeasure at the g-word and offered a number of alternative names like “motivational design” or “human-focused design”. From what I understand of the complaints, the g-word has negative connotations to it and provides a limited scope through which it can be understood. Many of these complaints are valid but the fact is, if you’re someone who is interested in gamification and/or is working towards implementing it in your own organization, it really doesn’t matter and here’s why:

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Top 10 Gamification Presentations at GSummit 2013

GSummit 2013 was an absolute hit this year and every one of our knowledgable speakers brought some brilliant content to the stage for everyone to learn. Many people have been asking where the slides for each presentation are and I am happy to announce that we finally have all of them uploaded and ready for viewing at gamification.co/gsummit-2013-slides

However, some speakers resonated with our audience more than others, which was very evident through the use of our conference Twitter client, Memecube and generated huge amounts of buzz. See which GSummit speakers got the most attention according to Memecube:

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Why Gamification Matters as a Student

Playing games has always been a part of my experience growing up. From playing physical board games to virtual games on consoles and PC, each has its own unique sense of achievement and marvel. Yet, after playing all sorts of games over the years, there was a constant thought that ran through my mind. Somehow, the actions and experiences we undergo in the process of playing games conceals a deeper purpose.

Moreover, as a college student who has spent a considerable amount of leisure time playing video games, the nagging thought that games could possibly have some impact on my learning experience became even more apparent. Aside from the standard way of learning through formal education, could games mechanics observed in games and thinking through the lens of games actually help us in unforeseeable ways? Surely there is something more to video games than just playing it for fun?

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