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everything about seo/sem, social media, ROI, netnography, gamification, online market research and construction and design of strategic information for organizations.

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Games Are Everywhere Around Us

2pcom:

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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?

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(via 2pcom)

Gamification and Game Design : key stats going into the new yea

asiapacificsocialmedia:

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·         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/


(via asiasocialmedia)
rizhomateque:

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 

rizhomateque:

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 


(via rhizomateque)

servicelinks:

In partnership with Droga 5, we set out to rescue and revolutionize the New York City public school system. The idea: take the most hated object in classrooms across the city, the mobile phone (which is currently banned from school grounds), and turn it into a learning tool that neither students or teachers could live without. As part of the Million program – named for the one million students currently in attendance in NYC public schools – students receive a free Million mobile device and earn points toward talk time, txt messages, discounts, and freebies based on their academic effort, attendance, conduct, and grades.

http://www.droga5.com/#/work/million/million/millionokcpssite

obile


(via servicelinks)

What Business Students Can Learn From Video Games

sleepy-disinnovation:

Growing up I remember I always looked forward to going to my older cousins house because he had this really fun racing game on the Nintendo 64 (I googled it and I now know the game was called “Cruis’n USA” - available for $4.99 online). We would spend hours competing with each other until we had to go down for dinner, afterwards rushing back so we could continue playing. 

Contrary to popular opinion, video games do not cause social isolation. Video games and really gamers at their core have always been very social. Just check out the huge fan base surrounding popular online strategy games “League of Legends” and “Starcraft” with tournaments and conferences going on every single week of the year throughout the entire world. Video games bring people together. Even in the 80s you would get a bunch of friends and all head over to the arcade where you could spend hours playing the same games over and over again. 

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(via sleepy-disinnovation)

samurai-k:

How Gamification Can Reduce the Need for Discounts


(via loriesidea-deactivated20130607)

goodted:

Gamification by Seth Priebatsch


(via goodted)