Weekly Recap – gamification around the web

This week, the world of gamification was buzzing. Our recap covers comments by BigDoor’s CEO, Keith Smith on the engagement economy and recent partnership with Major League Baseball. Also, an older video that provides an overview of gamification in education by Extra Credits, as well as Gabe Zichermann’s recent talk at the Nordic Games Conference. Check out…

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Spigit Drives Innovation in Bureaucracy

Innovation and bureaucracy may seem like polar opposites, but companies like Spigit are working to bring them closer together. In the burgeoning world of gamification, it has been well-cited that Gartner predicts half of innovation-based companies will be gamified by 2015. Gartner released a case study on implementing a gamified enterprise solution for the United Kingdom’s…

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Rypple Gamifies the Workplace

Rypple is a software company with products aimed at making a better workplace. By using elements of gamification and positive motivation they have created innovative products that borrow elements of feedback from the game world. In the forums and chat windows of Massively Multiplayer Online games, players have occasionally compared their game experiences to the…

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Op-Ed: Gaming the System

Gaming the System: Changing the Course of Online Radicalization Alix Levine is the Director of Research for Cronus Global, a security consulting firm. She specializes in the study of homegrown extremism and online mobilization. You can find her at www.alixlevine.com. We all know that the purpose of gamification is to drive consumer participation. I fly on…

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New Workshops, New Meaning

Throughout last year and during the Gamification Summit in San Francisco, we ran a series of full-day hands on gamification workshops. They were piloted in response to the strong market demand we heard for in-depth information and instruction around Gamification. We received valuable feedback from those sessions, and in response to participants’ needs—as well as…

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Work While You Whistle

For centuries we’ve been exploring the thin line between fun and work. Many concepts have come and gone that played to this idea – from purely hedonistic options (dropping out) to pseudo-psychology (the secret), and everything in between. However, the two most compelling (and successful) models thus far for making work fun have been rather…

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Gamify asks you to gamify SETI

Gamify is slowly coming out of its shell with a recent announcement of a partnership with setiQuest and the Search for Extraterrestrial Intelligence. setiQuest is an effort towards community involvement that will lead to a significant improvement in the ability to search for other intelligent civilizations in the cosmos. Gamify is supporting this effort with the Gamify…

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Op-Ed: Counting Coup

Eagle Feathers, Hoof-Prints and War Paint: The Achievements and Awards of the Indians of the Plains Vincent Carrella is the author of the novel Serpent Box (Harper/Perennial). He also writes Giphantia, a weekly blogazine. Imagine you live in a small community of interdependent people. Your very survival depends upon a single source of food and raw…

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