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Charlie Jane Anders: "Many of us have commitment issues with television, because we've been burned so many times by weak or overblown endings" ...
Yep, I can definitely relate to the disappointments expressed in this article. (LOL)
Are you sure you want to delete this scoop?
"Gamification, gamefullness and alternative reality sound like fun, but as Anna Jackson explains, they are important and serious gaming concepts."
From a New Zealand perspective ....
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.
I keep reading blogs and white papers about the power of gamification. The researcher in me wants ot pin point the draw and see which use has the most impact for retention and learning. From our initial research, I suspect an element of public recognition may be key.
Tadhg Kelly: "The mysteries of mechanics are the reason why gamification seems like voodoo. And it shouldn't be. Game mechanics should be simple to explain, with clear actions and outcomes" ...
"Gamification, or the use of gaming dynamics to influence user behaviour, is gathering steam as a marketing tool for engaging consumers and delivering messages."
Over the last year, you may have noticed that a once-niche trend not only crept into the mainstream, but is starting to really make a big splash.
[A look at how Badgeville, Big Door and Bunchball differ in their approach to gamification.]
We interview Zach Sims, co-creator of Codecademy, a game-like experience that hopes to teach the world how to code...
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark?
If you use the terms gamifying, advergaming, transmedia, in-game advertising and game-making interchangeably, STOP!
Marketing Innovation or Hype? Marketing for many seems to be a dark art particularly when it comes down to understanding branding.
OXM Staff: "Which is the true test of gamer devotion; Achievements or Leaderboards? Two of OXM's more competitive editors debate" ...
Tadhg Kelly: "There are plenty of people in and around games who make their living largely through behaving like wizards. Nowhere is this more true than in the field of gamification" ...
Gaming mechanics tap into our human desires for reward, status, achievement, self-expression, competition and altruism. On a practical level, the keys to success are...
DRC: Although this article is aimed at not-for-profits, its "Eight tips for successful gamification" can be generally applied.
What’s Game Good For? Before we can talk about applying game mechanics to anything, we need to understand what a game actually is.
Although I have intermittently written about various topics (e.g. Google+, measuring engagement on Facebook) over the past 8 months or so, my focus has been on gamification.
Using analytics to figure out whether development programs are working is an important new quest. The online giving organization is paying locals to collect simple stories about the impact of aid, to see if the dollars are adding up to anything.
[An interesting application of gaming techniques ... "Gamification" for Good.]
Gamification, the use of game concepts to engage users, may be the new buzzword in digital marketing, but if you’re hoping to ride the merry wave to the top, marketers need to do their homework first.
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.