everything about seo/sem, social media, ROI, netnography, gamification, online market research and construction and design of strategic information for organizations.
“At the most fundamental level, gamification is the use of game mechanics to drive game-like engagement and actions. The logic is dead simple. People love to play games. But in everyday life, we are often presented with activities we hate, whether it is boring chores or stressful works….
About a month ago, Mike Tinney, the former president of the online game company CCP Games (the maker of EVE Online), announced that he was working with a mobile platform-based activity game—UtiliFit, which is designed to boost players’ daily activity levels and give them a fun and easy approach to cooperate and compete with friends or strangers around the world while achieving the 150 minute per week minimum of exercise. The game is in a closed beta test and will start an open beta in January 2013. The game is part of a trend toward gamification, which is quite popular nowadays.
Then what is gamification anyway?
· 69 percent of all heads of household play computer and video games
· 97 percent of youth play computer and video games
· 40 percent of all gamers are women
· One and four gamers are over 50 years old
· The average game player is 35 years old, has been playing games for 12 + years
· Gamers don’t plan on quitting their playing anytime soon
Read more here: http://waggeneredstrom.com/blog/2012/11/27/gamification-not-just-badges-anymore/
As we move into the New Year I’ve been asked by a number of people about what to expect for customer service in 2013. Here are five trends that every company should be paying attention to.
- Social customer service will continue to grow in importance. There are many different social channels that…
How to re-invent reality without gamification
http://www.gdcvault.com/play/1014576/We-Don-t-Need-No
— what can we do to not make it look like a game but feel like a game
Gamification: Toward a Definition
http://hci.usask.ca/uploads/219-02-Deterding,-Khaled,-Nacke,-Dixon.pdf
Pawned. Gamification and its discontents.
http://www.slideshare.net/dings/pawned-gamification-and-its-discontents
Sixty-two reasons why Gamification is played out.
http://www.fastcodesign.com/1662656/sixty-two-reasons-why-gamification-is-played-out
DOCUMENTARY RECOMMENDATION: “Merchants of Cool”
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Merchants of Cool
They spend their days sifting through reams of market research data. They conduct endless surveys and focus groups. They comb the streets, the schools, and the malls, hot on the trail of the next big thing that will snare the attention of their prey–a market segment worth an estimated $150 billion a year. They are the merchants of cool: creators and sellers of popular culture who have made teenagers the hottest consumer demographic in America. But are they simply reflecting teen desires or have they begun to manufacture those desires in a bid to secure this lucrative market? And have they gone too far in their attempts to reach the hearts–and wallets–of America’s youth? FRONTLINE correspondent Douglas Rushkoff examines the tactics, techniques, and cultural ramifications of these marketing moguls in The Merchants of Cool.
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Watch the full documentary now:
http://topdocumentaryfilms.com/frontline-merchants-of-cool/
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from Boom Online Marketing http://bit.ly/POQ7gZMore and more businesses like yours are switching on to the importance of social media. But what is it, how does it work and why on earth should you be using it? We’re going to take you through everything you need to know to running a successful…