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
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
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.
The IEEE Consumer Electronics Society’s Fourth Annual International Games Innovation Conference is a platform for disseminating peer-reviewed papers that describe innovative research and development of game technologies. The 2012 conference extends a tradition that began in London 2009, went to Hong Kong in 2010, and then to Orange, California in 2011
The two-and-a-half day conference is jam-packed with:
- Presentations of peer-reviewed papers that examine innovative research and the latest game technologies;
- Lectures by internationally recognized speakers;
- Access to The Strong’s exhibit and collections spaces, including the ICHEG collections, one of the world’s largest and most comprehensive collection of video games, electronic games, and related materials;
- Dinner at Rochester Institute of Technology (sponsored by the IEEE Rochester Section) with a tour of the nationally acclaimed School of Interactive Games and Media
In the ever changing world of online influence, the game changes again. Klout, the online influence measurement company out of San Francisco that promises to measure your influence in every way possible, released a new platform today. My Klout score, previously 63, and 70 before that, rose…
I am a strong J. That means that my fourth MBTI type is Judging - leading to me preferring a structured approach to life. One of the most important ways I keep my life organized? With my To-do list, using my favorite tool, Toodledo.
My To-do list is not just a To-do list, it is organized by…
Games are everywhere.
More and more businesses are using gamification to create brand awareness and drive user engagement.
Gartner, Inc. predicts that more than 70% of Global 2000 organizations will have at least one gamified application by 2014.
In the last few years, we’ve also…