Destroying Loyalty 2: How American Airlines’ Abuse Set Me Free

For 2 decades I’ve been deeply enmeshed in loyalty. First as a customer, then an obsessive “hardcore” loyalty junkie. Eventually my interest in loyalty helped give rise to the gamification movement and my work designing and developing engagement solutions across a wide range of industries. Although gamification encompasses much more than loyalty, I’ve continued to…

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Exploring the Influence of Games in Education with Greg Toppo

Last time, we featured USA Today national education writer and author, Greg Toppo to discuss about his recently released book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter”. Hailed as the most important book since James Paul Gee’s pivotal work, The Game Believes in You covers how video games are presently being used in the classroom setting and the visionaries who have led the way.

Watch the full interview below to learn about:

  1. Why the education industry has not adopted more games in the classroom?
  2. What schools have done to take advantage of free, well designed game-learning modules?
  3. How does the influence of video games impact the different development phases of children education?
  4. Will the rise of games as a learning tool in the classroom demand new skillsets for teacher?
  5. Are we now able to quantify and determine the impact of video games in education in improving learning outcomes?
  6. How has the education realm reacted the concepts of reward, incentives and performance recognition in the gamified classroom?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.


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Gamification and Money: How Online Banks Engage Consumers

Banks tend to miss out on the benefits of gamification because they do not realize that consumers want to feel like they are in control of what they spend. Furthermore, banks tend not to worry about consumer engagement because what consumers do with their money is not a concept banks have leveraged with gamification. But what if banks made banking more like a game? When spending and saving money resembles a game, it has the potential to flip roles. The consumer takes control of what is in their bank account. Not the bank.

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Behavioral Economics Doesn’t Really Work (and is kinda dangerous)

Quick takeaway: You can’t design a single-stage incentive and expect a long-term behavior change (enter: gamification). Also, designing behavioral interventions without understanding prior work in psychology is dangerous and possibly unethical.  For years, I’ve been deeply fascinated by behavioral economics. I love the discipline’s emphasis on incentive and reward, and the increasing realization by the “capital-E” Economics…

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3 Basic Principles to Gamify Employee Training

Training employees is an expensive – and time consuming – proposition. Even worse, it’s one that typically has diminished returns. Every year, companies spend big bucks to improve their employees’ skill sets, only to see that as little as 10% of those skills are retained at the end of the year. Fortunately, there’s a better way – one that leaves this outdated, expensive model in the dust.

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Gamification Fitness Games List for Summer 2015

From new year’s resolutions to workplace challenges, weight loss is a constant topic around the water cooler. Unfortunately, for many people, despite their obvious health benefits, fitness activities are also among the least fun ways to spend your spare time. Mobile app developers have taken notice, and developed gamification fitness apps that allow users to exercise and lose weight while being immersed in game base narratives and mechanics. Here are a few of our recent favorites:

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Identifying Potential Candidates With Salih Mujcic

Last time, we featured Revelian product manager, Salih Mujcic to discuss about his organization’s latest offering, a gamified assessment program called “Theme Park Hero”. The gamified psychometric assessment tool helps organizations find and pinpoint high potential talent during the recruitment and selection process through a series of games.

Watch the full interview below to learn about:

  • Are game based psychometric tests more accurate compared to their paper based counterparts?
  • How does Revelian balance the tension between constructing a serious analytics tool while wrapping it with a fun theme?
  • What kind of skills are being tested with the various games found in Theme Park Hero?
  • Has the team been approached by organizations to present more complex forms of testing for specific job functions?
  • How does the tool test for creative personality types or “oddballs” who change the world – like Steve Jobs?
  • What is Revelian’s future direction in expanding the tool’s features to account for a wider range of personality characteristics?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Applying Games in Education to Teach STEM

It’s the scene of a crime, set in some indeterminate time in the future. Forensic experts, computer experts, and scientists fill the scene. You are one of them. Your job is to gather clues and recover data from a top-secret research project that somehow goes wrong. It sounds like the plot of a movie. But in fact, it’s a game called Max5 and it’s another example of games being used in education, this time, for teaching science, technology, engineering, and mathemetics – the so-called “STEM” fields.

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Gamifying Industrial Production with Dr. Joerg Niesenhaus

Last time, we featured senior user experience designer, Dr Joerg Niesenhaus from Centigrade GmbH to discuss his team’s recent project in gamifying industrial production process for a large production facility. As a user experience service provider, Joerg’s team was invited by clients from the mechanical and plant engineering to improve their customized production environment.

Watch the full interview below to learn about:

  • The motivational challenges and consequences of failure faced by industrial assembly line production process.
  • How the team negotiated and managed expectation with management and collective bargaining units of the worker council.
  • The thought process in developing a scoring system to challenge and motivate the various production teams.
  • How the team find its early testers and subsequent advocates to champion for new process changes.
  • Was there difficulty in convincing the company’s leadership to give this approach a try and the post implementation reaction.
  • How did the team addressed different user-profiles and the research-process to determine clustering.

Watch the video below and be sure to catch our next episode of the Gamification Revolution.

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Gamification by Design 2: Get Early Access and Contribute

Four years ago, we launched Gamification by Design as the first practically-oriented “how-to” book for building gamified apps, sites and systems. In those four years, GbD has helped tens of thousands of people around the world create engagement with customers, employees and society. If you follow such things, the book has been sold out for the better part of two years and copies have sold on Amazon for hundreds of dollars. While that sounds nice, a robust resale market doesn’t benefit the author, those interested in getting started in gamification or long-term practitioners who need a current resource. To whit, we’ve learned so much more about engagement science and how to create behavior change in the years since – there’s just a lot more to say. So, I’m pleased to announce a completely revised and updated Gamification by Design 2.

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