In his book, Gamestorming, Dave Gray along with co-authors Sunni Brown and James Macanufo share more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. They have identified tools and techniques from some of the world’s most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. One of the very quick (20 minutes or less) and incredibly helpful games included in the book is creating an Empathy Map as a tool for Design Thinking.
"Jones and his team went into retail outlets to observe staff and understand the kind of things they go through in a typical day. Working with occupational psychologists they then built a game based on the kind of situations staff find themselves in."
Learn everything you never knew about gamification, and how it fits into an inbound marketing strategy.
If that's your reaction to the word "gamification," you're in the right place.
You might have heard the word thrown around a bit over the last several months, but never really dug into what it is and what it means for your marketing. That's where I think most of us stand ... gamification is just one more thing to learn about, and maybe one day when we have the time (or the tide of marketing forces us to), we'll figure it out.
Well luckily, there's been some pioneering brands out there experimenting with gamification, and lots of research coming out of it that shows whether it's worth all of the hulabaloo. We're going to dive into it all right now in this blog post, and figure out just what this gamification thing is, whether it's useful, and how we can all use it in our marketing. Ready? Let's do this.
How to successfully add game features to corporate processes...
SUMMARY: Enterprise gamification can be productive but risks pitfalls -The "gamification" of enterprises is seen as a replacement for often ineffective leaderboards and other traditional incentives. Slalom Consulting used team play to help employees learn their colleagues' names and faces. Allstate ran a contest for suggestions to improve claim-scheduling and crowdsourced a company application. But gamification efforts are not without pitfalls, including unhealthy competitiveness, the need to keep the games fresh and the sense they might be substituting for compensation, some experts say.
If you follow my blog, have worked with me over the past few years or been on a recent training course I have run you will have some awareness serious games, in the form of Innovation Games® and Gamestorming, and how these can really help you be successful with SharePoint.
Take your brand beyond badges and leaderboards with the right gamification strategy. Check out these examples of game mechanic mash-ups.
The growing buzz about gamification can be confusing at best and downright dizzying at worst. For marketers, it takes some effort to wade through the hype and figure out how to extract what really matters.
This category now boasts a number of software tools, while options for strategic guidance remain limited. Gamified marketing campaigns are short-lived without strategy, and an understanding of game mechanics -- the psychological hooks that make video games compelling -- is the best place to start. The right strategy will take you beyond badges and leaderboards to dozens of alternative game mechanics that await you. These can be combined in different ways to create powerful new experiences that tap into basic motivations.
Here are three examples of game mechanic mash-ups that tackle different strategic issues.
Games create a non-threatening environment in which it is not only safe to fail, but expected. When you’re playing a game, you are consistently rewarded for perseverance and effort. Fujimoto describes how trying to fail on purpose–while playing Angry Birds, for instance–often teaches him something and gives him ideas about how to defeat the green pigs next time around.
When thinking about gamification think outside badges and points and think of ways you can incorporate recognition in your own b2b marketing plan.
Even though gamification is much more than badges, many people continue to think of it as just that. So in order to challenge you to think outside the box about gamification, I am going to look at it through a scientific lens to show how the concept is rooted in a distinct human trait: the desire for recognition of our achievements.
Recognition: Though there are altruistic acts that occur every day – there are a lot of acts that we do because we have to. What’s interesting though, is that even though we have to, we often want recognition for them. What’s even more interesting is that we will often judge others as not deserving recognition (e.g. it’s their job and they get paid for it – now they want a thank you too?) even though we ourselves think we are worthy of it.
What to Do: Think about how you feel when you are recognized. Well guess what? That’s how most everyone else feels too. So think about this idea of recognition. How can you recognize your customers? Again – you are doing exceptional work that is deserving of their continued partnership – but that isn’t the point.
Even more, we are all inundated with so many messages on a daily basis – most of which come from non-human sources – and it is causing us to long for the days of human contact and social interaction. (That’s why social networks are so successful.) And if you can show that you are recognizing them, it adds back that idea of humanity that many people today are longing for.
It Works. The fact is, gamification works. People like being able to see their points and badges add up. But the points and the badges are the end result of the larger issue: they like the recognition that recognizes their achievement. And they like it so much they keep coming back for more so it creates loyalty.
So again, when thinking about gamification think outside badges and points and think of ways you can incorporate recognition in your own b2b marketing plan. Maybe the answer is badges – but maybe it isn’t.
Sandra Gaudenzi: "It combines game logic and immersive interface to tackle a serious problem such as offshore oil extraction: its dangers, its economic and ecologic consequences. More than anything it tries to find a new language to engage a web audience that is game savvy, but maybe not energetically engaged" ...
On 4 and 5 October 2012 the 6th European Conference on Games-Based Learning took place in Cork (Ireland). The Conference on Games-Based Learning (ECGBL) offers an opportunity for scholars and practitioners interested in the issues related to games...
Gamification works — at least, that’s what SessionM is trying to show with some new data about its customer results. The company offers mobile publishers a platform for adding game mechanics to their apps, including a rewards system called mPoints.
Gamification is a hot topic these days. If you're unfamiliar with the term, it refers to taking the motivational and reward aspects of video games and adding them to non-game places, such as websites, software, etc.
One of the most common criticisms I see of Gamification for learning is its simplistic, behavioural approach when what we really need to foster is more complex, creative knowledge creation. Increasingly, I don't see a conflict....
...Flocking birds are one of nature’s great sights. How they co-ordinate into wonderful patterns, swooping and soaring as one, is as close to magic as you can come without an iPad.
Or is it? It might look complex, but actually it’s simple. Birds in a flock are said to follow 3 rules:
1. Generally head in the same direction as everybody else 2. Don’t hit any other bird 3. Don’t be on the outside of the flock
That’s it. That’s all there is to creating a majestic flock. There’s a bunch of variations and additions to the above rules, but that’s the fundamental principle.
Simple rules can lead to complex behaviours.
We see this pattern elsewhere. Conway’s Game of Life embodies a similar principle – incredible patterns that, in some cases, seem to replicate life itself, emerge from simple rules....
What are the 21st Century skills? According to this post, which defines them based on the Serious Play conference, the skills range "from Virtual IQ, empathy, leadership, and ethics, to collaboration, communication, innovation, entrepreneurship, global perspective, and critical thinking." The next question to ask might be how do games support these skills?
This post explores these issues in more detail. After looking at 21st Century skills a breakdwon of "essential competencies for a student in the Information Age" is provided, which looks at:
* Ways of thinking
* Ways of working
* Tools for working
* Skills for living in the world
For more information on this click through to the post.
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