GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
#Gamification in #Healthace.. #seriousgames #ehealth #mhealth
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Akili's Double-Blind, Randomized Clinical Trial of ADHD Video Game: Seeks #FDA OK

Akili's Double-Blind, Randomized Clinical Trial of ADHD Video Game: Seeks #FDA OK | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Akili Interactive Labs will soon launch a clinical trial, called STARS-ADHD, that will evaluate the efficacy of its video game intervention for children with ADHD. The company plans to enroll a minimum of 300 children aged 8 to 12 years for its double-blind, randomized, controlled trial.

 

“Project: EVO has shown early promise to help improve attention and neurocognition in cognitive disorders like ADHD,” STARS-ADHD Principal Investigator Scott Kollins, who is a professor of psychiatry and the director of the ADHD Program at Duke University School of Medicine, said in a statement. “We look forward to enrolling patients and advancing the study and validation of this potential new treatment option for young patients with ADHD.”

 

Akili’s offering, a video game called Project: Evo, is based on research from UCSF. The game is designed to treat cognitive conditions. To play it, a user navigates an alien avatar, chosen specifically because it is culture-neutral but also relatable, down a course by tilting a mobile device back and forth. While navigating the alien, the user must also respond to targets by tapping the screen. The app keeps track of movements and can therefore monitor the user’s behavior and quickly adapt to the player.

 

If the STARS-ADHD trial, which has been in piloting phase since November, meets certain goals, the company will submit an application for an FDA clearance.


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Pharma Guy's curator insight, May 6, 12:22 PM

Will the FDA approve a video game as an effective treatment for a medical condition? Even if it is approved, will health insurers/patients pay for a game treatment after being conditioned all these years to think only of drugs as treatments? Will physicians prescribe the game to their patients? That would require overturning the entire drug-physician industrial complex! For more on that, read this 2012 Pharma Marketing Blog post: "The Next New Drug: An FDA-Approved Video Game"; http://bit.ly/1NnYuDf

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The Benecure platform uses gamification to encourage long-term health improvement

The Benecure platform uses gamification to encourage long-term health improvement | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Chicago-based startup, Benecure, is looking to help make long-term behavior change for those with chronic conditions more feasible with a mobile platform that utilizes gamification, tracking and incentives. The company’s...

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Physio-Gaming : mouvement pour la santé

Présentation du projet de coaching via serious game retenu pour la finale du Tour de France du Numérique. Le projet a été réalisé avec le Pr. Arnaud Dupeyron e…

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Gamification 101: 'Level Up' Your Engagement - Business2Community

Gamification 101: 'Level Up' Your Engagement - Business2Community | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Gamification 101: What You Need to Take Engagement to the Next Level
Business 2 Community
Technology is having a huge impact on the way companies engage employees and customers. Enter gamification. What is it and why should you care about it?

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Martin (Marty) Smith's curator insight, March 4, 2014 1:18 AM

Everything is coming up gamification and with good reason - it works. This is NOT to say the application of game theory is easy, but gamification is lexicon we must have in our Internet marketing vocabularies.

Ravi Bhatia's curator insight, March 4, 2014 1:41 AM

Gamification 101: 'Level Up' Your Engagement

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Histoire de la Gamification

Histoire de la Gamification | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Traduction de ma carte "History of Gamification". Je participe au MOOC "Gamification" sur Coursera, cours du professeur Kewin …

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Marco Bertolini's curator insight, February 15, 2014 6:29 AM

Une carte tirée du MOOC "Gamification" sur Coursera : une petite histoire de la gamification...  On peut étudier les cours d'un MOOC avec la pensée visuelle...

Marco Bertolini's curator insight, February 15, 2014 6:31 AM

Petite histoire de la gamification : ligne du temps réalisée dans le cadre du MOOC Gamification de Coursera.  Oui, on peut étudier un cours en ligne avec les outils de la pensée visuelle ;-)

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The Business of Gamification | Infographic via Visual.ly

The Business of Gamification | Infographic via Visual.ly | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Gamification has quickly become a super trend in marketing, customer retention and employee engagement. Check out this new infographic: The Business of Gamification.

Marty Note
Not sure why this is an infographic, but information is helpful and well presented. Gamification WORKS online. Don't be turned off by the famous Forrester report saying 80% of all gamification will fail. Duh, 80% of anything online fails. Gamification connects visitors to your content or THEIR content on YOUR website (even better). Gamification rocks online marketing.  


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Carlos Bisbal's curator insight, February 6, 2014 9:43 AM

Martin W. Smith dice que la Gamificación se ha convertido rápidamente en un super tendencia de marketing, la retención de clientes y el engagement. 

 

Pin de la infografía:

http://www.pinterest.com/pin/338121884495850190/

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Gamasutra: Sergio Jimenez's Blog - Gamification Model Canvas

Gamasutra: Sergio Jimenez's Blog - Gamification Model Canvas | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

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Edouard Siekierski's curator insight, January 29, 2014 2:56 AM

un Canvas de plus! :-) nous sommes tous des enfants d'Osterwalder!!

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Why Your Gamification Efforts Are Failing | Gigya's Blog

Why Your Gamification Efforts Are Failing | Gigya's Blog | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
As effective as gamification is for driving conversions, it can be difficult and tricky to formulate a gamification strategy optimized for your business's specific goals. Thus, we've outlined a few universal tips for implementing an ...

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Martin (Marty) Smith's curator insight, December 19, 2013 12:35 PM

Gamificaiton is an effective strategy, but getting it right is challening too. Don't be put off by that Gartner report saying 80% of gamificaiton will fail by 2015. 80% of everything fails, but do read this post to figure out how to gamify right or fix a stalled effort. 

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4 Effective Gamification Strategies for Corporate Training

4 Effective Gamification Strategies for Corporate Training | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
How do game-based learning, gamification, and eLearning designers learn ways to increase engagement and effectiveness in corporate training? By looking at popular games!

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Christopher Pappas's curator insight, November 13, 2013 3:16 PM

4 Effective Gamification Strategies for Corporate Training

 

How do game-based learning, gamification, and eLearning designers learn ways to increase engagement and effectiveness in corporate training? By looking at popular games! Here we look at the wildly successful Candy Crush Saga to teach us 4 effective gamification design strategies for your next learning game project.

 

http://elearningindustry.com/4-effective-gamification-strategies-for-corporate-training

 

Terence R. Egan's curator insight, November 15, 2013 8:50 PM

 

[KEY POINTS]

 

1.  Define Your “Monetization” Strategy

How does having a monetization strategy apply to corporate training? Well, we typically call this return-on-investment (ROI). What business goals are you trying to meet? What performance is needed to meet those goals? How will you know when you've achieved them. If you don't have a clear set of goals and a clear way of measuring against those goals, you could spend lots of money with no way of determining your success.

 

2.  Focus on Content Mastery and Job Performance, Not Game Play

In any learning intervention, we want learners to become with fluent with the content (be it product knowledge, new system tasks, etc.). Then, when they've mastered the content, we want them to translate that knowledge into actual job performance. 

A question that sometimes comes up is how many times learners should be able to replay a level (or the game as a whole) to improve their scores in learning games.

 

3.  Make Sure Game Reward Systems Translate to the Real World

Design your learning game mechanics, such as your reward systems, to translate to the real world. Point values are an example. Typically, point values are abstractions, and the conventional wisdom is that more is better. So, earning 1,000 points is more motivating than earning 100 points. I think it's better to align your gamification design and reward system to something tangible, recognizable, and translatable to the real world.  

 

4.     Think Outside the Game “Box”

Think broadly about how you define your learning “game. At the end of the day, you want to tie the game's learning to the real work. So, think about how you can integrate your company's existing tools into your gamification design. It might be social media tools, like Facebook or Yammer, or productivity tools that you “pull in” to the learning game. For instance, if you're using a learning game to build speed and accuracy with your customer service reps, you can let them “level up” inside the game once they've achieved a certain level of real performance on the job.

 

As designers of gamification in learning, we can – and should – pay attention to trends in the wider world of gaming, and find the “sweet spots” we can apply to performance improvement and meeting business objectives using learning games. 

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Six interesting examples of gamification in ecommerce

The video game industry is worth more than $100bn worldwide, so it's no surprise that businesses are using gamification to try to boost sales.

The idea is that by adding gaming elements to the sales process, such as small challenges and rewards, you can increase customer loyalty and advocacy.  

 

As in every game or competition, the participants have to be motivated by a worthwhile reward. It’s also true that the greater the reward, the more you can ask people to do to earn the reward.


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Martin Gysler's comment, April 19, 2013 9:45 AM
Thank you David, I saw a few months ago and I also read some comments from people who have completed this training.
David Bennett's comment, April 19, 2013 9:53 AM
I'm about halfway through. I am trying to see whether and how it would fit into our nascent ecommerce business. I don't see it yet, but the course has helped me to see in a gamified way.
Martin Gysler's comment, April 19, 2013 11:01 AM
Great David, I look forward to your feedback at the end of the course.
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Infographic: The Gamification of Education

Infographic: The Gamification of Education | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

The term is designed as “the use of game design elements in non-game contexts.” If you start to think in terms of points, levels and achievements, you’ll begin to understand how gamification is attracting many of today’s educators like Montana history teacher Taylor Nix, who grabbed his students’ interest by creating a role-playing game for his class.


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Mike Lee on Game Design and Gamification

Mike Lee talks about Game Design, Gamification, and much more.

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Ideas That Are Shaping Marketing – Gamification, Transmedia and CDJ

Ideas That Are Shaping Marketing – Gamification, Transmedia and CDJ | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Marketing Innovation or Hype? Marketing for many seems to be a dark art particularly when it comes down to understanding branding.

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Don't Dismiss "Pontification" in Healthcare Gamification, Says Harvard Expert

Don't Dismiss "Pontification" in Healthcare Gamification, Says Harvard Expert | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Gamification has a perennial presence at health tech conferences, but never seems to take central stage. At a late-day session at HIMSS16, Amanda Havard, Chief Innovation Officer at Health: ELT and Charlie Schroder, a digital strategist and consultant, talked about what’s holding the space back and how health stakeholders can launch gamified apps that work.

One topic that frequently comes up in gamification discussions is “pointsification”, or apps where the only game-like strategy is the use of badges and points to motivate people. While Havard and Schroder acknowledged the controversy about whether that really counts as gamification, they also said that points and badges are very powerful motivators and shouldn’t be dismissed.

“If you want somebody to do something, go to the next screen, or get them to physically go to a place, use the location services, have them check-in, and give a happy little exploding confetti reward for that on the phone, and you’d be shocked at how effective that is,” Havard said.

“In Silicon Valley we’ve played around with a number of incentives including cash rewards versus badges and points, and badges and points win out every time over cash, over anything tangible, and it’s across every demographic,” Schroder added.

The two cited several examples of healthcare gamification efforts with powerful effects. One game, from 1997, was designed to help kids manage diabetes and led to a 77 percent reduction in urgent care visits. In another case, kids who played Super Mario Bros before surgery had a dramatic reduction in anxiety both before and after surgery. In another, people were motivated to exercise after doing virtual exercise in a game with an avatar that looked like them. 

During the question and answer period of the session, Havard and Schroder addressed why such positive data didn’t lead to broader adoption or more attention on the space. 

“There are a lot of question marks over therapy that’s a digital tool — Where does that fall? Who needs to say that’s ok? Is there liability attached to that?” said Havard. “I tend to think that the unknown aspect here is what’s really keeping this from blowing up. If you think about what would happen if you had a drug that posted these kinds of numbers, that’s great, but that’s because there’s already a concrete vetting process of how you do a clinical trial, how you evaluate a drug.”

In order to make gamified apps and health games work in the real world, Havard — whose background is in working with Medicaid populations — had a number of concrete suggestions for healthcare stakeholders. The overarching theme was the importance of taking games seriously. 

“You need executive buy-in,” she said.


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Ayogo raises $2.5M Series A to accelerate growth of gaming platform for chronic conditions

Ayogo raises $2.5M Series A to accelerate growth of gaming platform for chronic conditions | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Ayogo, a Vancouver-based digital health company, has raised $2.5 million in a Series A round to boost sales and marketing for a gaming platform to encourage people with chronic conditions to...

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Materiales de "Gamificación en la educación y la formación"

Materiales de "Gamificación en la educación y la formación" | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
El pasado 23 de abril, celebramos el Día del Libro en SocialBiblio aprendiendo un poco más sobre la gamificación en la educación y la formación, de la mano de Miguel Castillejo, que nos habló de la...

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María Dolores Díaz Noguera's curator insight, April 26, 2014 2:27 PM

Materiales de Gamificación en la educación y la formación.

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Gamification: fixer les règles du jeu

Gamification: fixer les règles du jeu | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Dans l’écosystème Internet, le webmarketing est devenu un art à part entière. En maîtriser les leviers permet aux cybermarchands de booster leurs ventes de manière significative. Les professionnels du tourisme en ligne ont donc tout intérêt à en apprendre les grands principes, les tendances e...

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Gamification Mythbusters: 3 Myths Calmly & Well Explained via @gamificationco

Gamification Mythbusters: 3 Myths Calmly & Well Explained via @gamificationco | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
There's a lot of misinformation on how gamification is supposed to work and I'm going to dispel some of those ideas.

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Martin (Marty) Smith's curator insight, February 6, 2014 3:05 AM

This is the best article I’ve read about why the Gartner all gamification will fail post is stupid AND gamification is harder than you realize.

 

The post takes 3 myths and patiently and completely explains the TRUTH of gamification - that is highly effective but neither easy or plug and play.


Myth 1:

Points, badges and leaderboards encourage competition and enhance performance

Marty - I agree. Leaderboards managed badly become disincentives. This is why Scoop. Its "horse race leaderboard" called MyCommunity is so brilliant as it only shows the horses running immediately behind and in front of me.


Myth 2:

Gamification is simple – assign points and badges, and you are done!


Marty - If you think about what we are doing you know "simple" doesn't apply. We are applying game theory to web marketing. Simple? Not at all, but what Internet marketing ever starts as "simple"? None that I've ever come across.


Myth 3:

Gamification increases participation and productivity of employees in boring, mechanical tasks


"Boring mechanical tasks are boring. Visiting a website is rarely either boring or mechanical, so I don't see this issue as important as it is for those attempting to adopt gamification for HR and other team building applications.

 

Mikko Hakala's curator insight, February 6, 2014 4:40 AM

From conclusion: "Gamification holds tremendous promise .... but an over-simplified engagement strategy focusing only on points, badges and leaderboards, can do tremendous harm to the organization."

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Gamification, Game-based Learning, Serious Games: Any Difference?

Gamification, Game-based Learning, Serious Games: Any Difference? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

The success of games in the general marketplace has redefined expectations in the learning sphere, bringing with it a paradigm shift in design.


There seems to be three main reasons for the increase in gamification: marketplace forces, the connection between games and learning in children, and rising interest in games among adults.


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Lionel Reichardt / le Pharmageek's insight:

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 3 avril prochain à PARIS


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The Learning Factor's curator insight, February 5, 2014 2:46 PM

Best best practices to kickstart your approach to the gamification of organisational learning.

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What is Gamification?

This presentation highlights areas of gamification and looks at some examples from professional organizations and the accounting field.

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Lionel Reichardt / le Pharmageek's insight:

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 3 avril prochain à PARIS


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Martin (Marty) Smith's curator insight, January 8, 2014 12:48 PM

This deck loses something in translation. Sure it was more dynamic when presented (and am going to look for notes). I wanted to Scoop.it to rant about Gartner. 

Gartner is playing both sides of the #gamification trend. They promote it on the one hand saying everyone is doing it and then tear it down with their famous 80% will fail study. 

Newsflash Gartner 80% of all Internet marketing fails. How do I know this? 7 Years as a Director of Ecommerce taught me the immutable truth of Pareto's distribution otherwise known as the 80/20 rule. 

On any website 20% of anything will control 80% of anything (sales, clicks, shares, whatever). Congratulations Gartner your study discovered the 80/20 rule and then presented it as if was news (hey whatever it takes I guess). 

Don't be fooled by idiots, Internet marketing is a gamification engine. Even if you use very LOW LEVEL gamification such as a simple loyalty program or a contest or a game (with a leaderboard) you know games work online and don't let anyone tell you different.  

 

Valeria&Giorgia's curator insight, March 10, 2014 10:12 AM

Ma cos'è la gamification? Lo spiega tramite una serie di slide Karl Kapp, insegnante, scrittore ed esperto della convergenza dell'insegnamento, della tecnologia e delle operazioni di business, professore di "Instructional technology" e "Instructional Game Design" all'università di Bloomsburg. Ha scritto "The Gamification of learning and Instruction".

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Should companies be making more of gamification? - Econsultancy | #TheMarketingAutomationAlert

Should companies be making more of gamification? - Econsultancy | #TheMarketingAutomationAlert | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
I was recently asked whether gamification could be of use to a company. My short answer was "yes, if done right".


Intermediate/ Excerpt...


Some say gamification is currently at a state of inflated expectations. If pursuing gamification solutions, their recommendations are:

-- >  Organizations must understand the potential of gamification to design behaviours, develop skills, enable innovation and begin to deploy low-risk applications.

-- >  Gamification project managers must engage game designers or organizations with experience in gamification in early implementations.

-- >  Strategic planners must learn how gamification is being applied in their industries and how their organizations can leverage gamification to engage employees or customers.

-- >  Business managers must assess the impact of the longer-term discontinuities that gamification will cause and begin to position their organizations to capitalize on the trend.

-- >  Any design with gamification in mind must have business objectives clearly defined in order to design an experience that does not disappoint. 

-- >  In addition, the user experience should be thoroughly and iteratively tested during development. 

 

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marketingIO's curator insight, November 25, 2013 6:58 PM

Gamification is such that you need to outsource it to a third party. With the right market size, in can be a tremendous tool. If you want to learn more, go here, click on Filter, and search the tag Gamification.

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How to Use Gamification in Your Content Marketing Plan - Zerys | #TheMarketingAutomationAlert

How to Use Gamification in Your Content Marketing Plan - Zerys | #TheMarketingAutomationAlert | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Digest...


Tips for using gamification in your content marketing strategy

1. Start small. If you've never tried gamification, it's a good idea to start with a simple "game" so you can gauge results and become familiar with how the theory works. A good way to start is rewarding visitors for liking your Facebook page, following your company site on Twitter or viewing your videos on YouTube.

2. Break up the "game" into manageable pieces. If your game or the reward system you're creating for your Web site is so complex that you need a two-inch-thick manual to figure it out, your site visitors are going to throw up their hands in dismay. A better approach is to divide the new activities and new goals into small pieces that visitors can learn about gradually.

3. Tie gamification to your marketing goals. While it's exciting to see a surge in site visitors due to your new gamification plan, make sure to structure your plan so that such visitors don't just "play" your game and exit the site, doing little towards increasing your bottom line or creating better product awareness.

4. Get help. Gamification can be a little tricky, especially when you first begin. Plus, unlike traditional content marketing, it requires regular maintenance and updating. If you're like most small business/Web site owners, you're already wearing a number of hats. There are several companies, such as Badgeville and Gigya, that specialize in creating and administering gamification programs.

 

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marketingIO's curator insight, October 23, 2013 8:19 PM

Readers of the Alert know my affinity towards gamification, and if you have the means (read that as budget) then you want to at least investigate the outsourcing of gamification.

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Serious business of gaming

Serious business of gaming | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

"Gamification, gamefullness and alternative reality sound like fun, but as Anna Jackson explains, they are important and serious gaming concepts."


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Luca Brigada's curator insight, March 19, 2013 6:48 PM

Gamification is "the use of game mechanics and game design techniques in non-game contexts" (mashable.com) and it's a huge trend in marketing right now, as well as an idea that is being embraced in health, education and non-profit sectors.

 

Examples of gamification are:

- Badges to reward participation (e.g foursquare)

- Assigning missions and using levels of achievementImposing time limits Points

- Rewards and leaderboardsMaking everyday tasks fun by turning them into a game.

 

Matmi's curator insight, March 28, 2013 6:55 AM

Like this author states - gaming is a serious business. Games are no longer just a teengage boys hobby - they are a serious revenue generating tool. More and more people from all walks of life are playing casual mobile games so there is even more of a need for businesses to be ahead of the game ( excuse the pun ) and have their own game developed to get customers interacting with their brand.

Danny Ong's curator insight, September 24, 2013 1:26 AM

In this article, it is shown how people applies gaming-related concepts into their daily activities. Therefore, if we could apply the same concepts when it comes to businesses, plenty of improvement will be seen among the people. One of the example is Foursquare giving people achievements if they had logged into several places using Foursquare. If this concept is applied to the business people, there might had a chance they are motivated by the rewards that will be given if they done an excellent job.

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Three new gamified health products

Three new gamified health products | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Details of three new gamified health products:

 

Cellnovo – a gamified diabetes tracking package with a mobile handset, web app, and insulin pump

 

HealthPrize – a medicine adherence application that rewards you for taking your medicine

 

Hubbub Health – a social health network that combines gaming, daily challenges, and a community to promote physical and mental wellness


Via Andrew Spong, Thomas N. Burg, Dimitra Kontochristou, Giuseppe Fattori, Lionel Reichardt / le Pharmageek
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Rescooped by Lionel Reichardt / le Pharmageek from Transmedia: Storytelling for the Digital Age
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What is Gamification, Really?

What is Gamification, Really? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks.

Via The Digital Rocking Chair
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