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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The Road Show Puzzle Game Improves Coginition Speed For Seniors

Games always don’t need the flashy graphics paired with capturing audio to make it engaging. Clear objectives and a desire to compete against the self is another effective method for improving skills through a game. According to Mashable, Researchers at the University of Iowa have shown this through their recent success through Road Show, a visual puzzle game aimed at improving senior citizen cognition.

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The Oculus Rift’s Potential in Virtual Reality and Gamification

For decades, science-fiction films, television shows, and literature have all featured the concept of virtual reality. Virtual reality (VR) has been a topic of modern lore and a goal unattainable in our lifetimes. Now in 2013, the technological dream of VR will soon be a reality with the Oculus Rift.

Following a successful KickStarter campaign, the Oculus Rift (OR) virtual reality headset has been making waves on tech sites around the world. It goes without saying that for video games, this means a leap into the future and a sense of immersion yet to be seen.

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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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Gamified Management Processes Can Boost Employee Performance

Many people think of gamification as a consumer targetted model. While gamification techniques are particulary apt at increasing consumer involvement, they can also be applied to the employee management process for improvement.

Maintaining a consistent working attitude by employees is important for any business to keep healthy productivity. It takes effort by management to encourage employees to work for higher goals. It requires investment by management to identify where employees struggle in the process. Utilizing a gamification model within the management process can help businesses save time and reduce costs while increasing the bottom line.

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Top 12 Pitfalls To Avoid in Managing Enterprise Gamification

Gamification is fast being touted as a panacea for everything from employee engagement to higher productivity, from customer loyalty to effectiveness in teaching. It’s no wonder that more than 70% of Forbes Global 2000 companies have announced plans to deploy gamification in some form or other. As more and more enterprises wake up to the potential of gamification, there is also an increasing frustration with projects that have petered out after the initial hype, with low or no returns, and a growing disillusion with fun at work!

But a closer look at the failures will reveal some simple ground rules which can ensure the success of your gamification initiative. Here are the top 12 pitfalls to be aware of, and avoid, in your quest for successful enterprise gamification:

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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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Improve Cancer Treatment with the Re-Mission 2 FPS Game

Kids like using video games to fight bad guys. Now Re-Mission 2, a new release from the nonprofit company HopeLab, is helping kids do something much more important: fight cancer.

Re-Mission 2 is a follow-up to HopeLab’s highly acclaimed first-person shooter, Re-Mission. Re-Mission 2 is made up of a suite of 6 games modeled after more casual, addictive games like Angry Birds or Bejeweled. Designed to be played on computers or smartphones, each free game depicts different ways of fighting or treating cancer.

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The George W. Bush Library Game Takes A Cue From Creationist Museum

Making waves among members of the gamification community last week was a video segment from “The Rachel Maddow Show” describing and condemning a gamified interactive exhibit at the recently opened George W. Bush Presidential Library. As demonstrated in the following video, the game “Decision Points” is designed to allow library visitors to experience what President Bush was going through while making the decision to invade Iraq in March 2003, using video segments and digitized multiple choice questions.

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4 Social Gamification Techniques That Work in Enterprise

As more and more enterprises wake up to the potential of gamification in employee engagement, there is also an increasing realization that the applications for social gamification go far beyond kudos, points and badges. For example, at Persistent Systems, a 7000+ employee IT company based in India, social gamification has been used as a delivery mechanism for a wide variety of employee-centric applications that increase employee bonding, productivity, and have a direct impact on health and wellness.

In this article, we discuss four social gamification ideas that can have a direct, positive impact in your organization.

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