Resources for those interested in gamification.
Resources for those interested in gamification.
Bitcoin is GamificationThere's a game we used to play, back in the olden days. It was called Googlewhacking. You would type two words into Google's search form, and try to produce as few results as possible; ideally just one. The challenge was to come up with words that were sufficiently divergent and esoteric, yet connected in some surprising way. "Bitcoin
Added by J.R. Sedivy: “Book about positive psychology. ”
Added by J.R. Sedivy: “Science fiction novel with a Gamification theme.”
Amazon Best Books of the Month, September 2011: Neal Stephenson is quite rightly known as a writer of ideas, but don't put it past him to pen a straightforward thriller. True, the plot of said thriller hinges on a massively multiplayer online game that's a step beyond what's actually available on the Internet circa 2011, but that's as far as the sci-fi goes.
The UpTake: Startups and established companies alike are using gamification to do things like engage employees and drive new customer acquisition. But before you toy around with it, check out these tips from the GSummit gaming summit chair Gabe Zichermann. Gamification-or the use of game concepts to drive user engagement- is more than just a trend. It is becoming an
Added by J.R. Sedivy: “Applying self-determination theory to video games. ”
Added by J.R. Sedivy: “Business popularization of self-determination theory. Relevant to what motivates people and should be considered in gamification design.”
Research and examples show what gamification needs to succeedMaking its debut onto the Gartner Hype Cycle for Emerging Technologies just a year ago, gamification continued to reach the peak of inflated expectations this year alongside other technologies such as Big Data, crowdsourcing and HTML5. Applying gaming concepts, such as challenges rewarded by points and badges is thought to influence purchase
Added by J.R. Sedivy: “A book about the grey market of gold farming which is the activity of playing games for virtual items and selling these items for real money. The author writes about his own experience trading virtual assets for real money. Recommended by Professor Kevin Werbach in his Coursera Gamification course.”
Starred Review. Something had to give in author Dibbell's life: either his day job freelancing for such magazines as Wired, or his 20 hour-a-week online gaming habit. Dibbell chose the latter, making it his business to exploit "the radical confusion of production and pretend" that massively multiplayer online roleplaying games (MMOs), such as EverQuest and Ultima Online, have instilled in their millions of users.
Added by J.R. Sedivy: “Defines the rules of what defines a game.”
Rules of Play: Game Design Fundamentals [Katie Salen Tekinbas, Eric Zimmerman] on Amazon.com. *FREE* shipping on qualifying offers. As pop culture, games are as important as film or television -- but game design has yet to develop a theoretical framework or critical vocabulary.
It's been a while since we wrote this paper (almost a year, actually), and my own thinking has changed a bit since - if anything, I have become even more sceptical of what on earth a "game design element" could be, let alone how to determine whether X "is" or "isn't" one.
Practical Advice for Gamers by Jane McGonigal Reality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts. But some games are better for us than others, and there is too much of a good thing.
Added by J.R. Sedivy: “Enterprise Gamification - "Tech-industry research firm Gartner estimates that by 2014, some 70% of large companies will use the techniques for at least one business process."”
Companies are trying to bring more play to the workday. Striving to make everyday business tasks more engaging, a growing number of firms, including International Business Machines Corp. and consulting firm Deloitte Touche Tohmatsu Ltd., are incorporating elements of videogames into the workplace. They're deploying reward and competitive tactics commonly found in the gaming world to make tasks such as
Added by J.R. Sedivy: “The adoption of gamification by large companies and a lucrative forecast for the gamification industry.”
Added by J.R. Sedivy: “Gamification blog by Kevin Werbach of Wharton School and Dan Hunter of New York Law School and co-authors of "For The Win."”
Flipping the point of focus, designers need to know more than just the psyche of gamers to be able to build successful gamified solutions. Basing implementation off of science and iterative design, designers constantly refer back to academic textbooks and research publications to find new, cutting edge ideas that potentially could hook the entire world on games.
Added by J.R. Sedivy: “Gamification learning flow by Gibbon teacher Niels. A number of Gamification resources are provided in this learning flow.”
Added by J.R. Sedivy: “An introductory book on Gamification. Topics include but are not limited to what Gamification is, the mechanics of Gamification, and real world examples of successful implementation. This book was written by Professor Kevin Werbach of University of Pennsyvania and is recommended reading for the Gamification course referenced in the previous chapter of this learning flow.”
"Video games now have the dubious honour of having inspired their own management craze. Called 'gamification,' it aims to take principles from video games and apply them to serious tasks.