In one of those rare, only-on-the-Internet moments, an anonymous former Zynga employee has opened the floodgates, speaking in great detail about hi (Probleem voor #gamification: games-industrie nog steeds wild west
Amazon.com has been quietly recruiting game developers, posting dozens of jobs on its site. P.J. McNealy, founder of Digital World Research, believes that Amazon is amassing resources to potentially become a force in mobile social gaming.
Tokyo-based mobile contents provider MTI is planning to launch a Mobage and GREE competitor. Dubbed entag!, the mobile social gaming platform is set to start operations on January 11. Not too surprisingly, membership ...
Marketers are spending more and more time trying to figure out how to gamify their brands, but employees haven’t wasted any time gamifying their working (Gamification of Labour: How Digital Could Change the Rules: It isn't entirely unlikely that Wall...
Over the past five years we've been told repeatedly that business needs more collaboration. Over the past 18 months we've rediscovered the value of competition. Gamification is the ungainly name for its re-emergence in the social sphere.
Companies are embracing elements of videogames such as rewarding points for completing tasks on time to make management training, data entry and even brainstorming seems less like work. (#Future of the workplace?
The Gamification wiki gives us a pretty good starter definition, “Gamification is the use of game design thinking for non-gaming applications” or for our purposes, using game design thinking for marketing your business.
This could be an interesting move for casino operators like MGM, Wynn Resorts and Las Vegas Sands that are looking for new ways to engage customers by tapping the trends of mobile gaming and social media.
Statistics from Erik Qualman's Social Media Revolution video. 2012 Social Media Statistics.
1. Over 50% of the world’s population is under 30-years-old 2. In 10 years over 40% of the Fortune 500 will no longer be here 3. Social Media has overtaken porn as the #1 activity on the Web 4. Facebook tops Google for weekly traffic in the U.S. 5. 1 in 5 couples meet online; 3 in 5 gay couples meet online
In a blow to Windows Phone 7, Microsoft will soon build apps that let iOS and Android users play its wildly popular Xbox Live games, a developer familiar with Microsoft's plans confirmed today. "Xbox is a client of ours.
Details how the principles of gamification can be applied to an Intranet scenario and provides an overview of how gamification concepts can be leveraged in SharePoint. (can #gamification improve data quality via better meta data?
As with all media forms, video games have long lived in isolation. As primarily an independent experience, others may watch over a gamer’s shoulder, or even join in on the couch beside, but that was pretty much it. Like a great book, if it was really cool, one might talk to others about the experience, but the game—and the gamer’s performance–was in a quiet bubble. While all media forms games could communicate to one another through both inspiration and allusion (one game suggesting another, or one game referencing another), but in terms of authentic social interaction, there was little.
Then progressive video game developers–Hideo Kojima, for one–got really fancy and started having games communicate with one another. Literally. In one entry from his popular video game series Metal Gear Solid, a character from the game would scan your memory card (for non-gamers, this is where you save your progress in games—like a bookmark in a game). In scanning, this digital character would recognize and comment on other games you were playing, your taste in games, and so on. For context, imagine the author of a book, suddenly sentient, “sensing” through the bookmark other books that mark has been used in—Harold Bloom for example bristling at sharing a bookmark with Stephenie Meyer. Testifying to the potential of this emerging, interactive multimedia form, it was an interesting sort of demonry[ii].
Eventually, storylines in games would be interdependent as well: what you did in one game could affect what happened in the next: decisions made by characters in game resonated beyond that game itself in a sort of digital ripple[iii]. This degree of connectivity underscored the power of digital media. It was fluid and, on occasion, highly intertextual.