Jesse Schell on The Pleasure Revolution

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Jesse Schell, CEO of Schell Games, explains why “gamification” is only the tip of a much larger iceberg that is influencing all of society, and he will go into some detail about best practices for using pleasure to improve the motivational design of a wide variety of experiences.

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Spotlight Expert & GSummit SF 2014 Speaker: Amy Jo Kim

As we move into our next installment of GSummit (June 10-13 in San Francisco), we look at some of our speakers and experts that have helped shape the user engagement space. This week’s Spotlight Expert is Amy Jo Kim (@amyjokim) — Game Designer & Creative Director at ShuffleBRain. Amy helped kick off the very first GSummit back in…

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Spotlight Expert & GSummit SF 2014 Speaker: Andrea Kuszewski

As we move into our next installment of GSummit (June 10-13 in San Francisco), we look at some of our speakers and experts that have helped shape the gamification & user engagement space. This week’s Spotlight Expert is Andrea Kuszewski (@AndreaKuszewski) — Researcher & Manager, Scientific Vortex Group. Andrea has been one of our top rated speakers at GSummit multiple…

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Case Study: Driving Loyalty Across Brands at Yamaha

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Jeff Hawley is the Director of Customer Experience Group at Yamaha Corporation of America (@TheYamahaHub), and he will challenge you to think of Yamaha as a brand bigger than motorcycles or music instruments.

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Adam Penenberg: How Games Inspire Breakthrough Thinking

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Adam Penenberg is a journalism professor at New York University, author of “Play At Work” and editor of PandoDaily, and in this seminar he talks about examples of games in non-game activities from historic methods of teaching human anatomy to modern companies gamifying training.

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Games for Change 2014 Grows In Popularity

It all started in June 2004. This was the very first Games for Change Festival ever, it was held at New York Academy of Sciences in New York City. The goal? To investigate whether or not games could become serious games, ones that could be used for educational purposes and to inspire social change. Unfortunately only forty-two people attended…

However, this year’s Games for Change Festival will prove just how strong this movement has become. It has been projected that more than 800 people have attended in-person and an additional 10,000 people will have attended the event through streaming this past week. The festival also nabbed a great ally in their quest for social good by partnering with the Tribeca Film Festival for this year’s event.

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Case Study: The Search for New Genres of Serious Games at IBM

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Phaedra Boinodiris, the global serious games program manager for IBM, talks about how IBM has used serious games and gamification in the past and how it intends to go beyond its application in training to other areas.

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Gartner Redefines Gamification: What Do You Think?

Gamification is considered a relatively new term. As a new term, its definition is in flux and is continually changing. The popular media and different professionals continue to offer different and sometimes competing definitions. As different definitions are offered, it is up to everyday people to accept or reject those definitions.

Gartner, a leader in information technology research and advisory, has recently offered a new definition of gamification. As an industry leader, their definition carries some weight. Gartner redefines gamification as, “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.” This is a very loaded definition with very specific implications.

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Case Study: Air Canada’s Gamified ‘Earn Your Wings’ Program

In late 2013, Gabe traveled to 15 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

First up, a webinar by Ian Di Tullio, the Director Loyalty Marketing of Air Canada. This fast-paced webinar will lead you through the basic features and characteristics of airline loyalty programs, with a neat case study of Air Canada’s own loyalty promotion, Earn Your Wings.

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Connecting Culture and Playful Learning with Jake Orlowitz of Wikipedia

as Jake Orlowitz of Wikipedia explained the many challenges faced by Wikipedia editors on the Gamification Revolution webinar. Last week, we featured the grantee to discuss how Wikipedia is utilizing gamification to train potential editors while reinvigorating its veteran editors.
Watch the full interview below to learn about:
  • What inspired Jake to propose and build the gamification project?
  • How Jake convinced the board of directors to implement the project?
  • What game mechanics were utilized to impart core editorial principles?
  • What were the quantitative and qualitative feedback upon implementation of the project?
  • What is the future roadmap upon successful implementation?
Be sure to also catch our next episode of the Gamification Revolution this Wednesday April 9th at 1 PM ET:



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