A Leaderboard Always Pays Its Debts: Foursquare’s Game of Cones

I’m a recent convert to HBO’s hit series, Game of Thrones – and binge watching in catch-up mode is a favorite activity in my home on lazy Sundays. Inasmuch as I’m just getting to know the complex, fantastic miniseries, I’m no ice cream or gamification neophyte. So it was with some excitement that I followed Foursquare’s newest promotional tie-in, The Game of Cones.

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Gigya’s Social Gamification Boosts Content Discovery by 68%

Gigya has recently released a new infographic that shares some statistics about their gamification implementations in 2012. According to their internal study, Gigya was able to raise website commenting by 13%, social sharing by 22%, and content discovery via activity feeds by 68%. Overall, Gigya has claimed their implementations in 2012 have resulted in a general 29% increase in site actions.

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The Changing State of Gamification Loyalty Programs

This week, Gabe Zichermann returns with plenty of exciting announcements for our viewers covering GSummit 2014, talk about the evolution of loyalty programs and answer some questions from the audience.

Watch the full video to learn about:

  • The evolution and current state of loyalty programs
  • What is GSummit all about and how it came about?
  • New additional feature of GSummit: Hands-On Labs
  • Preview of prominent speakers and companies at GSummit
  • Expansion of Gamification Revolutions sessions

Check out the video below as Gabe gives everyone the lowdown. Be sure to also catch Dan Green, co-founder and CTO of Wikistrat on our next episode of the Gamification Revolution this Thursday at 1 PM ET.

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The Best of Health Gamification in 2013

In our next collection from the best gamification stories of 2013, we have a cornucopia of healthy gamified applications for everyone to check out. Gamification Co readers were most interested in seeing new health apps in 2013 and we have about 20 of the top health apps for you to check out here.

Here’s to seeing even more at 2014! (Especially with all that new stuff at CES)

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cicada 3301

Cicada 3301 – The Best Head-Hunting Campaign Ever?

I’ve officially caught the bug this winter — infatuated with this fascinating online scavenger hunt, which has been unapproachable from the world of the average lazy human lacking cryptography or coding skills (that is to say, myself).

Cicada 3301, now in its third year, is a codename for both a covert organization and an online puzzle game popping up every January since 2012. This mysterious entity has been drawing hundreds of players into a vortex of exquisitely sophisticated series of clues without an explicit goal or end-time. This year’s first clue arrived on January 6, the Epiphany Day, when Christians celebrate the manifestation of Jesus Christ to the people in a human form. Cicada 3301 must think very highly of themselves, and so far most of us would agree.

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Play to be Healthy With Keas

Last week, Keas came out of stealth to reveal a gamified business that aims to engage individuals in the quest to get more fit. The company was founded by George Kassabgi and Adam Bosworth in 2008, who previously worked heading up the Google Health program. The site has already gone through a 12 week pilot at…

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Salesforce Reinvents Rypple into Work.com with Some Help from Facebook

Salesforce Unveils Work.com at Dreamforce 2012 After acquiring it a year ago and just recently rebranding it, Salesforce takes Rypple and reinvents it once more into Work.com during their Dreamforce conference yesterday. Rypple on its own was initially just a social management performance platform – one that emphasizes a social collaborative approach over that of…

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The Current Market of Gamification Sales Platform

Enterprise Gamification Consultancy has released its latest report on the state of sales platforms that offer gamification solutions. The report offers detailed, data driven insights for any organization looking to gamify its sales solutions or to enhance its existing sales solutions with gamification. In addition, it provides a picture of the current landscape, with company profiles, market breakdowns, and industry predictions.

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Crowdsourcing GIF Emotional Research with MIT Media Lab

Last week, we featured MIT graduate students Travis Rich and Kevin Hu to talk about their gamified crowdsourcing project, GIFGIF. The MIT Media Lab project aims to map out the emotional language of animated gifs using game mechanics to draw user engagement and quantifiable methodologies to gather research data.

Watch the full interview below to learn about:
  • The design purposes for using specific mechanics to drive outcomes.
  • Where they drew inspiration from when building in the mechanics.
  • How the team plans to use gathered data to be used for scientific research.
  • The ethical questions for utilizing a crowd sourcing capability.
  • What possibilities lie ahead to facilitate complex dialogue beyond cataloging gifs.

Be sure to also catch our next episode of the Gamification Revolution this coming Tuesday April 15th at 1 PM ET:



Download this episode (right click and save)

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