...The opportunity of gamification What is gamification? Gamification is the use of game thinking and game mechanics in non-game context to engage users in solving problems. However the terms shouldn’t be taken too literal; it is not about actually playing games. Rather it is about combining the principles of games that make them so attractive, namely challenge, sense of purpose, and rewards, with elements that show the level of performance, such as rankings, badges, and leaderboards. Gamification is about engaging your customers, employees, or any other community of interest. It does so by working on the intrinsic motivation of people; even if a task isn’t motivating by itself, reaching the goal of the game is motivating. Potential benefits Gamification is all about increased engagement, whether it is your customers, employees, or any other community of interest. By engaging people you motivate them to change behaviors. That it is successful is shown by the figure that the top 20% of major firm in terms of engagement, on average have a revenue growth that is 250% higher than their competitors. It can increase employee satisfaction, innovation, skills development, and even change behaviors of employees. However we will look into what it can do for our firm to engage more customers and to keep the current ones satisfied and loyal. * First of all, gamification allows for collection of customer data. Most platforms require users to log in and create an account. As a result...
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...even custom badges for certain specific events. And, I would definitely check in as many times as I possibly can to get the ‘Mayor’ badge. Very few people know that the creator of foursquare had actually made a sort of predecessor app called Dodgeball which also used the concept of check in without the badges or rewards. Sure, I would still get to see my friends checking in, but if none of my friends checked in anywhere, there would be no motivation for me to do the same. The concept of badges and rewards actually made the necessary difference for users to keep coming back to the improved app. Gamification today is about turning what we have to do into something that we want to do. For marketers everywhere, it’s about turning consumer actions into habits. For consumers, it is about taking very real tasks and breaking them down into games. The reason why marketers are using gamification to engage customers is that is serves as a means of intrinsic reinforcement. Every time a goal is accomplished, a small amount of dopamine is released from the brain resulting in pleasure. Over time, this changes their brain structure and chemical makeup, making them smarter, more confident and able to take on larger challenges than before called the Winner Effect. The users keep going back to experience that same rush. Another reason is that gaming also serves as a primary source of entertainment for the millennial...
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...Gamification in Education Tina Terry EDU 620 Meeting Individual Student Needs With Technology Instructor: Tamara Carter Gamification in Education Gamification has the benefit of bringing people together to solve a problem or for you to defeat a problem on your own. Games can be used in a teaching environment to help promote specific learning skills. “Today’s schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems” (Joey J. Lee & Jessica Hammer, 2011). McGonigal (2011) states that “gamification recognizes the value of extended practice, and develop personal qualities such as persistence, creativity, and resilience through extended play” (Technology, 2010). Gaming used in any method can be used to increase students’ motivation through engagement. The use of gamification in classrooms has the benefit of making classes more task-oriented, through gaming students can collaborate regularly in small and large groups. Students can develop enhanced critical thinking skills by completing different tasks in group settings. There are many reasons gamification can be used in the classroom. According to Whitton, (2009) she argues that well designed games can provide authentic learning (p.78). She also believes that gamification helps provide a constructivist learning environment in the classroom. “The constructivist...
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...Gamification techniques would be useful to employ when marketing our company’s new product because it could help us: Maximize our overall market reach and product exposure by addressing engagement gap and leveraging customers' social networks: The scale of engagement with gaming is enormous; gamification expert Ethan Mollick states over eight billion hours was spent playing Angry Birds last year alone. Thus, gamification can be used to provide an avenue for a large volume of potential customers to intensely interact and engage with our product, thereby increasing the product's exposure and the opportunity for this exposure be shared within social networks in a variety of ways. The U.S. cable channel USA Network’s implementation of the gamified website "Club Psych" for the show Psych serves as an example of this, as it resulted in a 130% increase in website page views and 300,000 shares of content socially on Facebook for challenges, allowing 40 million viewers exposure to that content, thereby illustrating enhanced engagement and exposure. Reach our target market of the 18-35 age bracket, including women: Gamification expert Bing Gordon claims that for individuals born after 1971, gaming actually influences their worldview and even their interactions. Moreover, research conducted by the Entertainment Software Association shows the average gamer is 30 years old and almost half of all gamers today are women, which shows gamification can help us reach our target demographics...
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...Now that you know the essential concepts about gamification and game design, it's time to use them. For this final task, we ask you to bring together creativity, technical feasibility, and business realities. You are approached by Rashmi Horenstein, the CEO of ShareAll, a prominent company in the hot collaborative consumption space. (If you aren’t familiar with the concept, some good resources are CollaborativeConsumption.com and the March 9, 2013 cover story in the Economist.) She knows you are one of the top experts on gamification, which she has heard can revolutionize business. She asks you to present a proposal for a gamified system to take her business to the next level. ShareAll’s mission is to make shared use of products and services as common as individual purchases. It follows the path of companies such as AirBnB, Buzzcar, and Uber, which allow sharing of particular products (cars, housing, etc). ShareAll’s patented technology makes it easy for consumers and business to share any product or service. ShareAll has also developed a global virtual currency, called Shares, which can be used to purchase access to any asset in the system. Shares can be exchanged for real money, and users can generate more Shares by sharing items or volunteering their time to complete tasks for others. ShareAll charges a small transaction fee whenever Shares are generated, traded, or spent. Therefore, the more activity, the more money ShareAll makes. Horenstein tells you that she cares...
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...Rise of Gamification Man is a gaming animal. He must always be trying to get the better in something or other. –Charles Lamb. Big brands are applying the game design thinking to non-game applications these days. More money is being invested by these brands in “Gamifying” their products & services. “Gamification” which was among the words of the year in 2011 has reached a tipping point in 2013. Gamification practice is not only being applied to Marketing but also in Workplace Behavior modification. Rewards & Incentives offered through this process targets the basic nature of man i.e. accomplishing at every round of life. The rise of easy-to-use platforms, such as “BigDoor” and “PunchTab”, and the inherent value of an engaged user, have made this a must-consider marketing strategy. The Incentive strategy described by PunchTab is as 1. Identify the Target Audience – Since these are the folks you want to engage. While identifying some basic questions need to be answered. a. How would you describe your target audience? b. What makes them feel good about themselves? c. What challenges do they feel in their daily lives? d. What do they like to spend money on? e. What are they trying to achieve in using your products & services? Because, it’ll help you understand & tap into the emotional drivers that will get them to not only pay attention, but also take action. 2. Define Your Goals – The goal of your marketing campaign will...
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...2.1 Gamification process Gamification as a term describing using game elements in non-game applications to make them more enjoyable and engaging [1]. The gamification process involves the proper application of game mechanics, game features and game design with significant consideration given to the user experience and behavioral motivators [2]. The game design is the core element for a successful gamified process. Many criteria for computer game design could also be applied in this area, e.g, game flow theory[3]. Based on the literature review [4], there are a list of strategies referring to game design: achievements - players will really love and keep them engaged as long as new achievements are created; challenge - gameplay should provide...
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...Generation Y, also known as the Millennials. Due to this trend, Cigar City Brewery will need to tap into this demographic with the gamification strategy; The Beer Chest. Generation X are individuals born between the mid 1960’s and the early 1980’s. Generation Y or the Millennials were born right after Generation X between the 1980’s and the Early 2000’s (2000-2004) (Talented Heads, 2013). The application will geared both towards males and females, especially since women makeup 1/4 of the overall United States beer consumption (Clarke, 2012). Since the Beer Chest is a game that can be shared on Facebook, we will be able to concentrate on a major factor and reasons why our target audience uses Social Media; fun. Additionally with focusing on this age group we will also be able to attract other people to the application, since both generation choose social media as a way to keep in touch with friends. (This information can be seen in Appendix C, Figure 2.). The target areas Cigar City Brewery will need to focus the initial launch of their product are in the areas that they currently distribute their product, prior to reaching the national/international markets. Based on Figures 2-7 in Appendix B, the major areas to focus will be Alabama, Georgia, Florida, New York, Pennsylvania, and Virginia. Once we are fully emerged in this market with this gamification application, we can begin focus marketing in other areas we begin to see a spike using the Facebook Analytics. A good target area...
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...Would you rather learn in a motivated way to do well or just learning with no motivation? Gamification of learning is the right choice to learn in a motivated way. The definition of gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. Applying the game gamification model in school would be an advantage for the student education. As a student for someone like me I am very competitive I like to compete with others, This would make me pay attention more than I usually by paying attention this would bring my grade up and raise my GPA As a student this would be very helpful as i compete with others students. For someone like me who is very good at competing to bring my talent in the classroom would be a huge blessed because for an example my classmate mate know that i can compete on the basketball court or i'm just playing football competing to win state championship. I could bring the same mentality in the classroom competing as hard as i can to get price this would make school more fun and many student would actually be forward to wake up everyday and excited about going to school and compete with others....
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...Emerging Technologies Gamification the New Age of Motivation Jasper Lim Westwood College Gamification the New Age of Motivation With the rapidly evolving technologies of today, instruments of innovation surface as the next big thing in advancement. Different aspects of life are improved by these advancements, with this said the ideology to which these devices are applied become questioned. In mind the concept of gamification comes into a rapidly growing notion with schools and businesses taking part in its progression. What is gamification? The idea of gamification came into fruition as a business strategy to improve the productivity of employees in a work environment. It is the relative application of game elements to business practices and websites. Examples of said practice include experience bars, and achievement badges all of which corresponds to motivations that people instinctively respond to. In an age where children learn at such a rapid pace video games have becoming the primary entertainment tool. The fast pace and challenge of video games bring to audiences turn it into a valuable medium of amusement. This is aside from the fact that video games is the youngest of entertainment platforms. According to Wanda Meloni and Wolfgang Gruener the appeal of gamification stems from the fact that people enjoy actively engaging and participating with others through entertainment. A strong case can be made in favor for gamification because of this statement. We live...
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...of how algorithm learning instructions, algorithm visualization, and gamification improve learning outcomes was developed. While instructional design...
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...Company report on cross border offshoring management, cultural dimensions and gamification Table of Contents Table of Contents Executive Summary | p.5 | Chapter I – Introduction1.1 Purpose of the Report1.2 Effects of Globalization on Businesses’ 1.3 Company Background1.4 Outline of the Report | pp.6-7 | Chapter II – Cross Border and Offshoring Management 2.1 Introduction2.2 Defining culture2.3 Defining management and cross cultural management 2.4 Offshoring2.5 Key problems in cross cultural teams2.6 Conclusions | pp.8-11 | Chapter III – Analyzing and Explaining Cultural Dimensions3.1 Introduction3.2 Analysis of cultural dimensions and Country Comparisons 3.2.1 Power Distance 3.2.2 Uncertainty Avoidance 3.2.3 Long term orientation 3.2.4 Indulgence 3.2.5 Individualism 3.2.6 Masculinity 3.3 Limitations of Hofstede’s Dimensions | pp.12-17 | Chapter IV – Gamification4.1 Introduction4.2 Defining and Explaining gamification4.3 Gamification’s effects on business4.4 Examples of gamification4.5 Criticism – The dark side of gamification | pp.18-20 | Chapter V – Corporate Social Responsibility5.1 Introduction5.2 Defining and explaining CSR 5.3 The Foxconn and Apple scandal5.4 Recommendations and Actions | pp.21-22 | Chapter VI – Recommendations to Management | pp.23-24 | Chapter VII – Conclusions | pp.25 | References | pp.26-27 | Executive Summary Executive Summary This report provides an analysis and evaluation of...
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...Sensoren en ander registratie apparatuur worden steeds goedkoper en kleiner waardoor je ze overal in kunt verwerken. Dit kan het leven een stuk makkelijker en leuker maken. De laatste tijd komt het woord gamification steeds vaker naar voren als je het over u Ubicomp hebt. Het technologie-onderzoeksbureau Garter heeft gamification in de lijst met hypes gezet. Hierdoor word het steeds vaker toegepast. Maar hoe werkt deze gamification nou eigenlijk. Is het een makkelijk truc om mensen te vermaken door de punten en achievements te geven of zit er een complexe gedrachtsverandering op basis van diepere menselijke psychologie. (1) Een van de meest evectieve systemen zijn de systemen die overeenkomen met de score& puntenengines uit de gamewereld. Deze systemen zijn gespecialiseerd in het meten van de gebruikers acties en geven hier geprogrammeerde feedback op. Maar wat hier wel een nadeel van is is dat het succes van de gebruikerservaring bij het design van de game. Je moet erg letten op hoe je de punten gaat geven aan de gebruiker. Hier zit natuurlijk ook wel een Mogelijkheid. Je kunt de voorkant van het spel keer op keer veranderen waardoor je een andere look en feel krijgt. Hierdoor kan je het zelfde spel aan meerdere doelgroepen aanpassen.(2) In marketing word ook al vaak gamification gebruikt, ook al zijn er marketeers die er nog niet heel er enthousiast over zijn, maar zien er wel potentie in. Bijvoorbeeld het betrokken houden en het gemotiveerd maken van je doelgroep. Het kan zelfs...
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...[32] examined the use of gamification to promote a sustainable buying behavior for fast moving consumer goods. They found that customers in general are willing to participate in gamified services. Nevertheless, the results cannot be generalized, as different personality traits demand for different ways of implementing gamification elements. The authors even state that a gamification scheme needs to be customizable and personalized to become efficient. Gamification is also to be found to enhance the retail experience in online shopping in general [25]. Insley and Nunan propose to adjust the way of integrating game elements into the shopping experience depending on the customers’ shopping task (e.g., recreational vs. functional shopping). In addition they found that gamification is able to influence consumer behavior, e.g. reducing undesirable actions as the misuse of postage policies. An example for gamification in brick and mortar comes from Starbucks [7]. They managed to increase customer engagement and sales by implementing a rewards loyalty program. Using a personal Starbucks card, consumers can track their expenses and level up through additional purchases. As a reward they for example get free drinks....
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...Intro: Act Gamification, the use of game elements; i.e. game thinking and game mechanics…. to promote desired behaviors among customers and employees. It has been a popular business strategy for decades. Loyalty programs, cereal box prizes, employee-of-the-month schemes, hidden tokens within apps — these are all examples. How are companies using gamification? Gamification vendors report that 47% of client implementations revolve around user engagement (Crossword), with brand loyalty accounting for 22% (Tim Hortons) and ‘brand awareness’ 15% of implementations. Here is an example of gamification in the context of brand awareness. (Monopoly) (Samsung campaign) Impressed by Samsung’s promotion? Late 2011 Gartner figures, project more than 70% of Global 2000 companies will use at least one gamified application by 2014. So, the overall gamification market is already sizable. Forecasts from two research firms, MarketandMarkets and M2, based on surveys of game vendors engaged in marketing, put the global market for gamification apps and services in the neighborhood of $400 and $500 million at year-end 2013. M2 Research sees the market growing to $2.8 billion by 2016. ************** The spike that we have seen since 2011 has obviously been driven by: 1. explosion of social media usage, 2. mobile revolution, 3. rise of big data, While just plain points, badges and other virtual goods may or may not have long lasting...
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