New Speakers & Special Discounts Announced for the Gamification Summit

There’s a lot of exciting news surrounding the Gamification Summit on January 20-21st at San Francisco’s Mission Bay Conference Center. We’ve confirmed a bunch of exciting new speakers, including: Comcast: Eric Grilly, Executive Vice President and Chief Digital Officer, Comcast Sports Group Google: Vikas Gupta, Google Payments NBC/Universal: Jesse Redniss, Vice President, Digital, USA Network Microsoft:…

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gamification op-ed

Top Gamification Op-Eds for 2013

Some of our best content has come from guest writers within the gamification community. When it comes to great content, nothing beats real field experience and industry passion to really start and fuel the conversation at large. Read on through to read expert pieces on design and deep industry analysis from experts around the world, including pieces on gamification’s future, a guide for gamifying goals, and the real effect of making badly design gamification systems.

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Washing Your Hands Has Never Been (This) Fun

The New York Times recently wrote an interesting piece about the importance of hand-washing in hospitals. It turns out that only 30% of medical professionals wash their hands appropriately, leading to billions of dollars in downstream costs from readmissions, malpractice and secondary infections. While the exact reasons for poor adherence are the subject of speculation, a number of companies have jumped into the fray to try and solve the problem. Their solutions often rest heavily on gamification.

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Getting Three Fs in Gamification

Over the last 3 years, I’ve had the privilege of analyzing, deconstructing and helping design gamification for many companies and non-profits. Since the publication of my first book, Game-Based Marketing (now available in audiobook format), there has been an ever-increasing clamor for process, methodology and systems that can be used to make gamification more repeatable…

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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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Project Spark Allows Players to Create Any World They Want

The Electronic Entertainment Expo (E3 for short) is an annual event where developers showcase their latest electronic and gaming projects. Each year this event announces new video game consoles, games, and other media that are deserving of the big stage. Among this year’s presentation of the next round of console wars, shooters, sport games and RPGs, there was one announcement that stood out in the crowd as innovate to say the least: Project Spark.

Project Spark (PS) was a big part of Microsoft’s press conference at E3. The main concept behind PS is that players create their own worlds filled with characters, story, an evolving environment, or anything else they want.

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wow in school - lucas gillispe

WoWinSchool: How to use WoW and MMORPGs to Engage Students

What happens in the classroom when learning becomes a heroic journey?  Rather than desks and chalkboards, what if students had quests and guilds?  Going beyond simply swapping grades with badges and achievements, Lucas Gillispie, founder of the WoWinSchool Project, will share the journey he and other adventurous educators have begun using World of Warcraft and other MMORPGs to engage students in a playful approach to practicing reading and writing skills.  Along the way student-heroes are becoming better communicators, leaders, and connecting with a global audience.

Watch Lucas’ full GSummit SF 2013 talk below! Be sure to 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.

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CodeAr.my Enters the Spotlight in Southeast Asia

CodeAr.my has recently signed a Memorandum of Understanding (MoU) with human capital development centre, Might-Meteor Advanced Manufacturing Sdn Bhd, to bring the concept of gamification to Information Technology (IT) students in participating Malaysian universities and colleges. Since its unofficial launch at this year’s GSummit, CodeAr.my has established relationships with Stanford University to enhance the platform’s…

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PSFK’s The Future of Gaming

Gamification may be buzzing, but it hasn’t quite made the mainstream yet. In conversations outside the industry, it is still common to receive puzzled looks and even a few scoffs when “games” are mentioned in the same breath as business. Despite these holdouts, the future looks bright. “The Future of Gaming” is a recent report…

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Call it “Reverse-Rypple”: New Startup Allows Employees to Give Anonymous Feedback to Superiors

Services like DueProps and Rypple (now Work.com) have already demonstrated the power of immediate feedback in the workspace. Anything is better than that awful yearly performance review but what if you had the opportunity to review your boss as well? There is now a new startup that allows employees to freely give constructive feedback to…

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Why China’s Propaganda Games Don’t Work

China has always viewed video games as a negative influence to society and the social order. In 2009, the Chinese Ministry of Culture banned mafia games, citing that these games embody antisocial behavior like killing, beating, and looting. China has not slowed down on its blacklisting of games, and they have even banned consoles such as the Playstation and Xbox. Contrary to what China’s past actions may infer, they have been actively investing millions of dollars to game companies in the form of grants and tax breaks. However, a new political move targeting the 120 million Chinese online gamers comes with some strings attached to these game developers.

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The Relationship Between Customer Loyalty and Data-Driven Decisions: Lessons from Punchtab

During our coverage of GSummit 2014, we sat down with Robyn Hannah (@robynhannah) from Punchtab to discuss the relationship between their company’s approach to customer loyalty implementations and how data driven decisions are baked into their formula. Robyn Hannah, Vice President for PR and Communications at PunchTab, a technology platform enabling brands to engage their customers and gain actionable…

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