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Startup Gamification: What’s in an MVP?

The one question I get asked over and over again by startups is: at what point should I include gamification? My answer has evolved significantly over the past four years.

Every year, I teach hundreds of people how to use gamification to raise their customer and employee engagement through my live, hands-on workshop series. Hundreds more also earn their design certification through the Engagement Alliance’s online course program. In the years since I’ve been teaching gamified design, I’ve found that about 30% of my students are startup founders, product managers and UX designers trying to figure out how to apply powerful game mechanics to their breakthrough ideas. I also co-direct the Founder Institute startup accelerator in NYC where 80 aspiring entrepreneurs work with me on getting launched and gamifying each year.

What I’ve learned from all these interactions is that there isn’t a cookie cutter solution that would work for every new project. However, there is a pattern of best practice that has emerged that – when combined with a good gamification design education – can produce superior results. I’ve taken to calling it the 3Ps: Progress, Points, and Prompts.

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New Examples of Gamification Added to the GBase – July 6, 2012

Hello GCo Readers! After a month long hiatus due to GSummit madness, today we have three new examples of user-submitted gamification added to the GBase: adpropo is a marketing site revolving around online treasure hunts to engage consumers with brands CodeAvengers is an online interactive web development tutorial that aims to teach JavaScript, HTML and CSS, featureing a…

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MIT Video Game Uses Crowdsourcing to Successfully Map the Brain

Join 130,000 People from 145 Countries Already Helping Neuroscience Those who think that scientists are all work and no play haven’t met MIT scientist Sebastien Seung (@SebastianSeung). In his quest to map the cells in the mammalian retina, he launched the EyeWire online game (@eye_wire). The game was first announced in late 2012 when Seung launched it…

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Gamified Education Includes Training For Teachers

It’s Mission Possible for 1:1 iPad Use at BHS Think games in education, and the first to come to mind are those for students. However, gamification is also being employed to advance educators in their profession. Consider Mission Possible, a gamified experience developed at Bettendorf High School in Iowa to promote the implementation of 1:1 iPad use…

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Bunchball Brings Gamification Platform to Salesforce.com

Motivation in sales and innovation is one of the fastest growing sectors for gamification. Today, Bunchball–the first company to offer a gamification platform for brand engagement–is announcing Nitro for Salesforce and entering the market to bring gamification to the enterprise. Nitro for Salesforce grows from many of the key mechanics that have already proven to encourage…

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Making Retail Fun Again Part I

This morning’s keynote address is being given by Alexandra Wilkis Wilson, co-founder of the Gilt Groupe. She is interviewed by Divya Gugnani, Founder of Send the Trend, on the stage of Safra Hall. The address speaks to the changing trends in retail, with a focus on the savvy, deal-centric and socially driven consumer. Gilt Groupe…

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McGill University Doctors Used Tetris to Treat Lazy Eye

It’s funny – I’ve always thought that Tetris is the reason for some gamers having OCD and great organizational skills. Turns out that Tetris can fix lazy eye.

To go along with a trend in using video games to improve the health of players as seen in aiding senior citizen health and increasing multitasking abilities, doctors are now using Tetris to treat patients with lazy eyes. Featured in Current Biology, a team at McGill University found that Tetris worked better than the usual method of patching the good eye to force the weak eye to work on its own.

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Education, Games and TIES

Last week I had the unexpected pleasure of keynoting the TIES conference in Minneapolis. The invitation came at the last minute when their scheduled keynote (the incomparable Jane McGonigal) fell ill. Luckily, the organizers reached me in time so I could make it to Minnesota, and because I had done a recently featured TEDx talk…

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U.S. Army Begins Search for Next-Gen Game Based Training

The U.S. Army Program Executive Office for Simulation, Training and Instrumentation (PEO STRI) put out a request for information last month entitled, “Games for Training (GFT) Next Generation Game (NGG).” In the release, the division made clear that a push towards updating their game based training programs is an absolute priority and that the search for interested vendors with applicable technologies has begun.

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Gigya’s new NEXUS Partner Ecosystem Connects Social to Marketing Applications

Gigya has announced the launch of their new NEXUS Partner Ecosystem, which will allow their social infrastructure to connect to a large host of marketing services and applications. All the data connected through Gigya’s social infrastructure and gamification services can now be made available on a permission-based system used to fuel automated marketing campaigns. The NEXUS Partner Ecosystem…

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