Tagged with “gamification” (10)
Why should we be taking video games more seriously?
In 2008 Nintendo overtook Google to become the world’s most profitable company per employee. The South Korean government will invest $200 billion into its video games industry over the next 4 years. The trading of virtual goods within games is a global industry worth over $10 billion a year. Gaming boasts the world’s fastest-growing advertising market.
In addition to these impressive statistics, video games are creating a whole new science of mass engagement which is beginning to revolutionise the way we research and understand economics, human behaviour and democratic participation. Games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.
Journalist and author Tom Chatfield visits the RSA to examine the ways in which virtual game worlds can function as unprecedented laboratories for exploring human motivations, and for evaluating economic theories that it has never been possible before to test experimentally.
He will argue that games are becoming one of the most powerful tools available for raising awareness of political, ethical and environmental issues, and promoting action across an extraordinary range of fields and disciplines – from medicine to warfare to, perhaps most importantly, education.
Response by Ed Vaizey MP, Shadow Minister for Culture
Chaired by Rory Cellan-Jones, BBC technology correspondent
Fixing the Game: What Capitalism Can Learn from Sports (6/19/12)
Gaming — A lot of people love video games, but what can they teach us? Imagine a world in which whatever you want to know you can learn from a game.
Yes, business applications can be made fun and gamelike. No, points, levels and badges are not the way to create sustained interest.
While many sites have added superficial gaming elements to make interactions more engaging, the companies that “get it” have a better understanding of the psychology behind motivation. They know how to design sites that keep people coming back again and again.
So what are the secrets? What actually motivates people online? How do you create sustained interest in your product or service? Speaker Stephen P. Anderson will share common patterns from game design, learning theories, and neuroscience to reveal what motivates—and demotivates—people over the long haul.
Ian Bogost: “The Cartoonist and the Whaler: Notes on the Future of Journalism and Other Media” | MIT Comparative Media Studies
Ian Bogost is one of the world’s leading experts on gamification and he focuses on the gamification of news media. I’ve just listened to the first half of this 90 minute talk and found it well worth the time. It starts out slow but the examples get better over time. Most surprising to me was that there are a lot of examples of news turned into games. Bogost has done some of that in his academic work but he’s also studied the history of where games and news intersect. He believes, for example, that the loss of local cartoonists and the shift of casual gaming away from crossword puzzles onto the internet have done major harm to local newspapers, in addition to the many factors more often cited by others.
I’m not much into games, but I find gamification quite interesting. My own startup, Plexus Engine, isn’t really about gamification but I’ve used it to research the topic for a talk and thus come across Bogost as a leader in the field. The research has lead to some fun experimentation with gamification of learning in Plexus. It’s cool to hear about the larger context of that sort of experimentation. If you’re working in news, interested in gaming for social good or just want to learn about experiments in new media - Bogost’s talk "The Cartoonist and the Whaler" will be an enjoyable activity. I look forward to listening to the rest of it myself.
If gamification is of interest to you, you might like following this big fat Twitter list of the world’s leading experts in the field: https://twitter.com/#!/marshallk/gamification Stick it in your Flipboard for extra good times.
And now, a little more summary and the audio of the talk.
A "newsgame" is a videogame that does journalism. Drawing from five years of commercial development and academic research on this new approach, this talk summarizes the principles of newsgames and then offers two related but conflicting perspectives on its role in the future of newsmaking, framed by general thoughts on the challenges of designing and understanding contemporary media.
Ian Bogost, Professor of Digital Media at Georgia Tech, is a designer, philosopher, critic, and researcher who focuses on computational media—videogames in particular. He is also an author and an entrepreneur. He is also a Founding Partner at Persuasive Games and a Board Member at Open Texture (an educational publisher).
Gamification: why shouldn’t life be a game? - Future Tense - ABC Radio National (Australian Broadcasting Corporation)
There are lots of examples of how games and a sense of play can engage people. But as the barriers between the gaming world and the real world break down, does that mean we can use more aspects of gaming in our everyday lives? The idea of gamification—using game mechanics to make changes in the real world—is growing. But is it possible to turn everything into a game?
The Atlantic Meets The Pacific: Exploring the Future of Gaming and Alternate Realities with Will Wright
Will Wright, creator of the Sims and the Spore, talks about the future of video games and digital learning in this conversation with Alexis Madrigal of The Atlantic. This program is part of The Atlantic Meets The Pacific, sponsored by the Atlantic and UC San Diego. Series: "The Atlantic Meets The Pacific" [Public Affairs] [Science] [Show ID: 22776]
How do you drive up user engagement? What game-like design patterns get your users to complete the sign-up, bring friends and come back? This session will expose the design patterns of engagement and incentives, including relevant metrics. Led by Nadya Direkova, Sr. Designer at Google and game designer, it will teach useful techniques that can drive up - and keep - your user base. You will leave with an arsenal of 7 design patterns to: design effective sign-up sessions and tutorials, promote virality, invite return visits, and apply game mechanics beyond points and bagdes. About the speaker: Nadya Direkova is Google’s local search designer and a game mechanics consultant - helping millions of users find knowledge and fun. She comes from the world of game design, having created fun games for Leapfrog and Backbone. She’s taught design at M.I.T. and spoken at IXDA’09 and SXSW’10.
At the end of 2010, I left my post as Creative Lead for Firefox to found Massive Health on the assumption that a design renaissance could help change people’s behavior to make them a bit more healthy. That’s rather an assumption. Behavior change is hard. Health is hard. It is yet to be seen if I’m an idiot. With all this talk of gameification, serious games, and social connectivity, what cognitive psychology principals underly all of this hype? What isn’t anecdotal? What works? Whether it is health, finance, email, or games, this talk delves into the literature of behavior change to give you a checklist to use in your designs.