Gamified Gabe Just Wants You to Be Happy
GSummit SF 2013’s early bird pricing is ending next week! Make sure you register now to take advantage of the $200 discount!
GSummit SF 2013’s early bird pricing is ending next week! Make sure you register now to take advantage of the $200 discount!
The gamification market is estimated to be worth about $2.8 billion, having increased 10 fold over 3 years. Widely used in staff training or education, there is now a growing trend toward adding gamification to drive consumer engagement and loyalty. The online environment vastly increases the possibilities for the use of gaming to engage customers . You can turn your instructions into simulations that can demonstrate your products. Virtual tours have become popular for the travel industry and real estate industries. Virtual environments can also apply to the use of products. Customers can try products in a virtual environment and be rewarded for their efforts.
To kick off 2013 in style, we’re reviewing some of the top articles at GCo for each of our five categories of Government, Social Good, Enterprise, Education, Consumer, and Expert sections. Click on through to see some of our top moments for gamification in government in 2012.
TED has finally released Gabe’s second TEDx video entitled – “Changing the Game in Education”. Gabe goes through some of his favorite gamification examples and explains how games will be the driving force of innovation in this world. Watch the full video right here:
We were excited to have Phaedra Boinodiris join us this year again at GSummit. Phaedra is the Global Lead for Serious Games and Gamification at IBM. Below are her bio, video and slides from GSummit SF 2014: Phaedra Boinodiris is IBM’s global lead for serious games and gamification at IBM across all industries. Since the start of her…
Over the past year and a half, gamification has been behind big changes at the White House and government agencies. Previously, government contracts have been determined by bidding between large firms that have a history with federal projects (imagine Boeing and Northrop Grumman bidding on contracts for a new jet fighter). But based off of successful…
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.
Game-Based Marketing has made waves since its launch in April. As the first book to cover the burgeoning field of gamification, it’s done a lot to help frame the discussion for marketers and product designers. Book writing being what it is, it’s not always possible to get every hot topic in the manuscript – there…
How Safeway and Kohl’s attract and engage customers We have all heard of loyalty programs. Free cups of coffee at Starbucks after so many purchases. Buy 9 deli sandwiches and get the 10th one free. Most of these loyalty programs started with a simple punch card, and some still comply to that tried and true…
In the same vein as sites like Rypple and Chromarama, the Email Game seeks to gamify something both everyday and routine: in this case, your email. It seeks more to improve your performance than simply make it enjoyable. In fact, they promise it will improve your performance to the point where you read through your…
What makes receiving a badge for completing a task so exciting? Why does seeing a progress bar almost full make us itch until we finish it? Gamification—the combination of game-design principles and elements—implements cognitive psychology and decision-making theory as its scientific foundation. If gamification were stuffed shells, science is the shell, and everything else is stuffing.
An inside look at Blake Scholl: co-founder of Kima Labs [SlideDeck id=’1648′ width=’100%’ height=’450px’] You can read more of Blake’s thoughts by following him on Twitter: @bscholl And don’t miss hearing him speak at the Gamification Summit in January!
As momentum around gamification grows month-by-month, company-by-company, demand for talented designers shows no signs of abating. Gartner Group has forecast that by 2015, 70% of the Global 2000 largest companies will be using gamification and M2 Research predicts they’ll spend over $1Bn annually in the US on the products, services and technologies to make that…
We were excited to have Jon Carder join us this year at GSummit. Jon is the Founder and CEO at MOGL. Below are his bio, video and slides from GSummit SF 2014: Jon Carder is a serial Internet entrepreneur, who by the age of 30 had founded three multi-million dollar internet businesses. Jon is now working…
New generations of technology used by new generations usher in new workplace trends. While the “Millennials” and the “Digitals” are driving change, the rest of us are still very much in the game. Come hear Verizon’s powerful answer to engaging retail sales reps across varying regions in an attempt to drive sales and improve the customer experience. In this GSummit SF 2013 session, we’ll explore key elements such as motivational design, actionable feedback, and utilization metrics all created to connect our reps to each other, their results, and our customers.
Be sure to also subscribe to our YouTube channel to get the latest videos from GSummit SF 2013 as they’re released. You can also download a copy of this presentation by downloading it here.