Presentation is loading. Please wait.

Presentation is loading. Please wait.

Gamification https://store.theartofservice.com/the-gamification-toolkit-3665.html.

Similar presentations


Presentation on theme: "Gamification https://store.theartofservice.com/the-gamification-toolkit-3665.html."— Presentation transcript:

1 Gamification https://store.theartofservice.com/the-gamification-toolkit-3665.html

2 Foldit - Gamification 1 Rather than just building a useful science tool, the developers of Foldit focused on designing a program that adopted the concept of gamification; the aim was to make the program more appealing and engaging to a public audience, in order to attract more people to the cause of protein folding. This was especially true for those people that did not have a scientific education or background. https://store.theartofservice.com/the-gamification-toolkit-3665.html

3 Gamification 1 'Gamification' is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems. Gamification is used in applications and processes to improve Customer engagement|user engagement, Rate of return|return on investment, data quality, timeliness, and learning. https://store.theartofservice.com/the-gamification-toolkit-3665.html

4 Gamification - techniques 1 Gamification techniques strive to leverage people's natural desires for competition, achievement, status, self-expression, altruism, and closure. https://store.theartofservice.com/the-gamification-toolkit-3665.html

5 Gamification - techniques 1 A core gamification strategy is rewards for players who accomplish desired tasks. Types of rewards include points achievement badges or levels, the filling of a progress bar, and providing the user with virtual currency. https://store.theartofservice.com/the-gamification-toolkit-3665.html

6 Gamification - techniques 1 Competition is another element of games that can be used in gamification. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. https://store.theartofservice.com/the-gamification-toolkit-3665.html

7 Gamification - techniques 1 Another approach to gamification is to make existing tasks feel more like games Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative. https://store.theartofservice.com/the-gamification-toolkit-3665.html

8 Gamification - Applications 1 In 2012, Freshdesk, a SaaS-based customer support product, integrated gamification features, allowing agents to earn badges based on performance. https://store.theartofservice.com/the-gamification-toolkit-3665.html

9 Gamification - Applications 1 For example, in August 2010, one site, DevHub, announced that they have increased the number of users who completed their online tasks from 10% to 80% after adding gamification elements https://store.theartofservice.com/the-gamification-toolkit-3665.html

10 Gamification - Applications 1 Gamification in ideation focuses on incentives. In the past, participants in a brainstorming session have been incented in two ways: participants are rewarded based on their individual contribution or participants are rewarded based on the group’s collective output. Neither is ideal. Rewarding participants based only on the group’s collective output encourages free-riding—all receive equal credit regardless of their level of participation. https://store.theartofservice.com/the-gamification-toolkit-3665.html

11 Gamification - Applications 1 The Khan Academy is an example of the use of gamification techniques in online education https://store.theartofservice.com/the-gamification-toolkit-3665.html

12 Gamification - Applications 1 Applications like Fitocracy and QUENTIQ use gamification to encourage their users to exercise more effectively and improve their overall health https://store.theartofservice.com/the-gamification-toolkit-3665.html

13 Gamification - Applications 1 Employee productivity is another problem that gamification has been used to tackle. RedCritter Tracker, Playcall, and Arcaris are examples of management tools that use gamification to improve productivity. Digital Brand Group is the first company in India to fully gamify their work process to make their work style more engaging and encouraging. https://store.theartofservice.com/the-gamification-toolkit-3665.html

14 Gamification - Applications 1 Research from the University of Bonn used gamification to increase wiki contributions by 62%. https://store.theartofservice.com/the-gamification-toolkit-3665.html

15 Gamification - Applications 1 Alix Levine, an American national security|security consultant, described gamification as some techniques that a number of extremist websites such as Stormfront (website)|Stormfront and various terrorism-related sites used to build loyalty and participation. As an example, Levine mentioned reputation scores. The Anti- Defamation League has noted that some terror groups, such as Hezbollah, have created actual games to market their ideology to adolescents. https://store.theartofservice.com/the-gamification-toolkit-3665.html

16 Gamification - Applications 1 Microsoft has also announced plans to use gamification techniques for its Windows Phone 7 Operating System design. https://store.theartofservice.com/the-gamification-toolkit-3665.html

17 Gamification - Applications 1 Recently, an Australian technology company called Wynbox has recorded success in the application of its gamification engine to the hotel booking process https://store.theartofservice.com/the-gamification-toolkit-3665.html

18 Gamification - History 1 A Forbes blogger also retroactively labelled Charles Coonradt, who in 1973 founded the consultancy [http://www.gameofwork.com The Game of Work] and in 1984 wrote a book by the same name, as the Grandfather of Gamification. https://store.theartofservice.com/the-gamification-toolkit-3665.html

19 Gamification - History 1 The term gamification first gained widespread usage in 2010, in a more specific sense referring to incorporation of social/reward aspects of games into software. The technique captured the attention of venture capitalists, one of whom said he considered gamification the most promising area in gaming. Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations. https://store.theartofservice.com/the-gamification-toolkit-3665.html

20 Gamification - History 1 Will Wright (game designer)|Will Wright, designer of the 1989 Video Game SimCity (1989 Video Game)|SimCity, was the keynote speaker at the gamification conference Gsummit 2013. https://store.theartofservice.com/the-gamification-toolkit-3665.html

21 Gamification - History 1 IActionable also launched a gamification platform aimed at integrating with Salesforce.com. https://store.theartofservice.com/the-gamification-toolkit-3665.html

22 Gamification - History 1 Among established enterprise firms, SAP AG, IBM, EMC, CA, Slalom Consulting, Deloitte, Microsoft, LiveOps, RedCritter and other companies have started using gamification in various applications and processes. https://store.theartofservice.com/the-gamification-toolkit-3665.html

23 Gamification - Legal restrictions 1 Through gamification's growing adoption and its nature as a data aggregator, multiple legal restrictions may apply to gamification. Some refer to the use of virtual currencies and virtual assets, data privacy laws and data protection, or labour laws. https://store.theartofservice.com/the-gamification-toolkit-3665.html

24 Gamification - Criticism 1 MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. https://store.theartofservice.com/the-gamification-toolkit-3665.html

25 Gamification - Criticism 1 Jane McGonigal has distanced her work from the label gamification, listing rewards outside of gameplay as the central idea of gamification and distinguishing game applications where the gameplay itself is the reward under the term gameful design. https://store.theartofservice.com/the-gamification-toolkit-3665.html

26 Gabe Zichermann - Gamification 1 Although the term 'gamification' was coined by the founder of Bunchball, Rajat Paharia, Gabe Zichermann is known as one of the concept's most vocal advocates. https://store.theartofservice.com/the-gamification-toolkit-3665.html

27 Gabe Zichermann - Gamification 1 He also posits that gamification could be taken to online banking, charitable organizations, or any other industry https://store.theartofservice.com/the-gamification-toolkit-3665.html

28 Gabe Zichermann - Gamification 1 Zichermann describes business software utilizing gamification as funware, remarking that even websites like Facebook and LinkedIn use some element of online reward to prompt user interaction https://store.theartofservice.com/the-gamification-toolkit-3665.html

29 University of Waterloo Stratford Campus - Engage: UX + Gamification Research Lab 1 Located in the University of Waterloo Stratford Campus, the Engage Lab is a digital media sandbox equipped with technology for exploration in UX and gamification. It is a research area for students and faculty working on various industry products that were created to inspire new ways to enrich audience and user engagement. https://store.theartofservice.com/the-gamification-toolkit-3665.html

30 University of Waterloo Stratford Campus - Engage: UX + Gamification Research Lab 1 This interactive digital media lab features the latest equipment and technology designed to encourage research, experimentation, prototype development and commercialization. It is open to local digital media entrepreneurs and industry partners looking to explore new understandings in audience engagement.[https://uwaterloo.ca/stratford- campus/research/engage-lab Engage: UX + Gamification Research Lab] https://store.theartofservice.com/the-gamification-toolkit-3665.html

31 University of Waterloo Stratford Campus - Gamification 2013 1 There were academic research presentations, talks on gamification implementation and commercialization, workshops, and demonstrations of successful gamification initiatives.[https://www.regonline.ca/builder /site/Default.aspx?EventID=1217591 Gamification 2013: Gameful Design, Research, and Applications Conference] https://store.theartofservice.com/the-gamification-toolkit-3665.html

32 Gamification of learning 1 In educational contexts, examples of desired student behaviour which gamification can potentially influence include attending class, focusing on meaningful learning tasks, and taking initiative. https://store.theartofservice.com/the-gamification-toolkit-3665.html

33 Gamification of learning 1 Distinguishable from Game Based Learning|game-based learning, gamification of learning does not involve students in designing and creating their own games, or in playing commercially produced video games https://store.theartofservice.com/the-gamification-toolkit-3665.html

34 Gamification of learning 1 is the creation of a gamification design document outlining the design of the game... https://store.theartofservice.com/the-gamification-toolkit-3665.html

35 Gamification of learning - Game elements that can facilitate learning 1 Similarly, in learning contexts, the unique needs of each set of learners, along with the specific learning objectives relevant to that context must inform the combination of game elements to shape a compelling gamification system that has the potential to motivate learners. https://store.theartofservice.com/the-gamification-toolkit-3665.html

36 Gamification of learning - Benefits 1 Gamification initiatives in learning contexts acknowledge that large numbers of school-aged children play video games, which shapes their Identity (social science)|identity as people and as learners https://store.theartofservice.com/the-gamification-toolkit-3665.html

37 Gamification of learning - Benefits 1 Some of the potential benefits of successful gamification initiatives in the classroom include: https://store.theartofservice.com/the-gamification-toolkit-3665.html

38 Gamification of learning - Application 1 The structure of a course or unit may be adapted in various ways to incorporate elements of gamification; these adaptations can affect the role of the student, the role of the teacher, and role of the learning environment https://store.theartofservice.com/the-gamification-toolkit-3665.html

39 Gamification of learning - Application 1 For examples of teachers and schools who have implemented these gamification strategies in various ways, see the following websites: https://store.theartofservice.com/the-gamification-toolkit-3665.html

40 Gamification of learning - History 1 It is difficult to pinpoint when gamification, in the strict sense of the term, came to be used in educational contexts, although examples shared online by classroom teachers begin appearing in 2010. https://store.theartofservice.com/the-gamification-toolkit-3665.html

41 Gamification of learning - Effectiveness 1 But quantitative analysis suggests that the cognitive impact of gamification on students is not very significant https://store.theartofservice.com/the-gamification-toolkit-3665.html

42 Gamification of learning - Criticism 1 Gamification of learning has been criticized for its use of extrinsic motivators, which some teachers believe must be avoided since they have the potential to decrease intrinsic motivation for learning. This idea is based on research which emerged first in the early 1970s and has been recently made popular by Daniel H. Pink|Daniel Pink. Teachers may not acknowledge that extrinsic motivators are already at work in a typical classroom, or they may wish to minimize extrinsic motivation. https://store.theartofservice.com/the-gamification-toolkit-3665.html

43 Gamification of learning - Criticism 1 Some teachers may criticize gamification for taking a less than serious approach to education https://store.theartofservice.com/the-gamification-toolkit-3665.html

44 Gamification of learning - Criticism 1 Educational scenarios which purport to be gamification, but only make use of progress mechanics such as points, badges and leaderboards are particularly susceptible to such criticism. https://store.theartofservice.com/the-gamification-toolkit-3665.html

45 For More Information, Visit: https://store.theartofservice.co m/the-gamification-toolkit- 3665.html https://store.theartofservice.co m/the-gamification-toolkit- 3665.html The Art of Service https://store.theartofservice.com


Download ppt "Gamification https://store.theartofservice.com/the-gamification-toolkit-3665.html."

Similar presentations


Ads by Google