Learning, Motivation, Play and the XBox generation
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Dr 8bit - retrogaming !, Mario Fanart

Dr 8bit - retrogaming !, Mario Fanart | Learning, Motivation, Play and the XBox generation | Scoop.it

Mario Fanart (Mario Fanart http://goo.gl/fb/7j5yv)


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Second Life Founder, Philip Rosedale, Is Quietly Creating a Next-Generation Virtual World

Second Life Founder, Philip Rosedale, Is Quietly Creating a Next-Generation Virtual World | Learning, Motivation, Play and the XBox generation | Scoop.it

In Ernest Cline’s Ready Player One, humanity escapes a gritty dystopia by donning VR goggles and entering a virtual world called OASIS. Back here in a comparatively rosy 2013, we don’t have a fully immersive virtual experience—yet.


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InWorldz: The Knitting Circle - StrawberrySingh.com

InWorldz: The Knitting Circle - StrawberrySingh.com | Learning, Motivation, Play and the XBox generation | Scoop.it
The new InWorldz shopping sim, The Knitting Circle, opens on Monday!
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3 virtual environment platforms that inspire learnin By Ann Cudworth

3 virtual environment platforms that inspire learnin By Ann Cudworth | Learning, Motivation, Play and the XBox generation | Scoop.it

Much has been said about using virtual environments for teaching and training. While it is an inescapable fact that no environment, real or virtual, can make up for a dedicated, well-prepared teacher with a passion for their subject matter, there is merit in the concept that a virtual environment can open new pathways for learning by engaging the student with the creation and exploration of ideas in 3D.

What makes a great virtual environment for teaching?

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The Psychology of Video Game Avatars

The Psychology of Video Game Avatars | Learning, Motivation, Play and the XBox generation | Scoop.it
Are you more dominant, kind, assertive, clever, or flirty depending on how your character appears in-game? Both new and old research has shown that the avatars we adopt can influence our behaviors...
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Gamification of the enterprise

Gamification of the enterprise | Learning, Motivation, Play and the XBox generation | Scoop.it
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.

 

READ ARTICLE 

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Four factors driving gamification in healthcare

Four factors driving gamification in healthcare | Learning, Motivation, Play and the XBox generation | Scoop.it

Three trends are driving players in the healthcare space — especially insurers — toward gamification, according to a recent report by consulting firm ICF International: the trend toward value-based care, the increasing role of the patient as consumer, and the millennial generation as desirable health insurance customers. A fourth trend, the increased proliferation of smartphones and tablets, wasn’t cited in the report but seems to underscore its conclusions.

 

In the report, titled “Gaming to Engage the Healthcare Consumer,” the authors write about how the use of gamification, which they define as “the application of game elements and digital game design techniques to everyday problems such as business dilemmas and social challenges,” is on the rise in many industries, not just healthcare.

 

As healthcare organizations move toward business-to-consumer models — rather than insurers, providers, and employers merely interacting with each other — gamification can help them make their product attractive to those consumers.

 more at http://mobihealthnews.com/27298/four-factors-driving-gamification-in-healthcare/
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ARIS - Mobile Learning Experiences - Creating educational games on the iPhone

ARIS - Mobile Learning Experiences - Creating educational games on the iPhone | Learning, Motivation, Play and the XBox generation | Scoop.it
ARIS is a open-source tool for creating mobile learning games, stories, documentaries, place-based learning activities, citizen science and citizen journalism activities.

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Lori Wilk's curator insight, December 27, 2013 12:20 PM

This article was my introduction to ARIS open-source tool for creating mobile learning games.

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When charity fails, gamification steps in: how this app makes giving fun

When charity fails, gamification steps in: how this app makes giving fun | Learning, Motivation, Play and the XBox generation | Scoop.it
Don’t click away! I’m not here to preach. If you haven’t already signed up for soup kitchen shifts or signed a check to your local homeless shelter, there’s another way to donate to charity, and in a very Silicon Valley-esque way.

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Aaron Butnaru's curator insight, December 2, 2013 7:34 PM

This will be good for a gamification topic on myplifyr organisations

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Gamification Myths, Legends and Examples

Gamification Myths, Legends and Examples | Learning, Motivation, Play and the XBox generation | Scoop.it
I was recently asked whether gamification could be of use to a company. My short answer was "yes, if done right".
Martin (Marty) Smith's insight:
This post is a tad confusing. Is opening stances is "gamification is being driven by novelty and hype".

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Gamification as a Content Marketing Tactic – How Brands Are Engaging Consumers - Top Rank Blog | #TheMarketingAutomationAlert

Gamification as a Content Marketing Tactic – How Brands Are Engaging Consumers - Top Rank Blog | #TheMarketingAutomationAlert | Learning, Motivation, Play and the XBox generation | Scoop.it

Digest...

 

Pros

-- >  In-depth engagement. Game mechanics provide more in-depth engagement than other forms of digital advertising due to its ‘additive experience’ for users. For example, one FarmVille advertiser is Green Giant frozen vegetables.

-- >  Inherent motivation to return to the source of interaction. Achieving a certain level of status motivates consumers to engage frequently with the brand.

-- >  Uses fun to embed brands in customers’ lives.

 

Cons

-- >  Marketers provide no long-term value to users. Without a competitive ‘me too’ aspect, minimal levels of engagement could result in virtual ghost towns.

-- >  Game-based marketing has the potential to disrupt traditional loyalty rewards programs when customers feel it takes too long to consider engaging worthwhile.

-- >  Confusing ‘free’ with ‘status’. Not understanding what it is about video games that engages consumers is a recipe for failure.

 

Tips to Keep Your Gamification Strategy on Track

-- >  Take the best lessons from games and apply them to your specific business model; it’s not about turning everything into a game or turning your business into a gaming company.

-- >  Identify behaviors fans are already performing and reward them appropriately for those contributions.

-- >  Offering free products is a quick win, but offering customers status above their peers has the potential to create more long-term brand loyalty.

-- >  The key reward that marketers can offer consumers is status, followed by access to new content, power over their peers, and free stuff, according to Zichermann.

 

___________________________________

-Receive a FREE daily summary of The Marketing Technology Alert directly to your inbox. To subscribe, please go to http://ineomarketing.com/About_The_MAR_Sub.html  (your privacy is protected).

-If you like this scoop from The Marketing Technology Alert (brought to you by iNeoMarketing), PLEASE share by using the links below.

 


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CYDigital's curator insight, October 30, 2013 7:59 PM

Absolutely applicable to B2B, and engenders loyalty. Explore, test, and rollout.

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Ted-Ed: How Fiction Can Influence Real World Events

Ted-Ed: How Fiction Can Influence Real World Events | Learning, Motivation, Play and the XBox generation | Scoop.it
Educator Jessica Wise and her cohorts have come up with a compelling Ted-Ed video on how novels throughout history have helped shape real-world events.

"Reading and stories can be an escape from real life, a window into another world -- but have you ever considered how new fictional experiences might change your perspective on real, everyday life?"

Looking at a wide range of books, including 'Pride and Prejudice', 'Harry Potter' and 'The Hunger Games', "learn how popular fiction can spark public dialogue and shape culture."

If you have not yet had a chance to check out TED-Ed, check out this video. Many other great videos are also available through TED-Ed.


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The 10 Nerdiest Cities in America | Movoto.com

The 10 Nerdiest Cities in America | Movoto.com | Learning, Motivation, Play and the XBox generation | Scoop.it

 

I’m a nerd and proud of it. As a kid growing up in the ’80s, though, there were few things more terrifying than the prospect of being deemed a nerd for my love of comic books, computers, role-playing games, and myriad other “nerdy” pursuits.

 

Thinking back on it now, it seems crazy that things considered so mainstream and even cool nowadays could get anyone subjected to near constant ridicule at the hands of their peers, but, oh boy, did they ever. I was the poster child for every known form of physical and psychological torture kids are capable of inflicting on one another.

 

That was then, this is now.

 

These days, nerds are cool. TV shows like “King of the Nerds” and “The Big Bang Theory” are extremely popular, comic books and video games are part of mainstream popular culture, and a “Star Trek” movie is one of the most anticipated films of the year by nerds and non-nerds alike. The folks who landed the Curiosity rover on Mars are national heroes. This guy is a star.

 

If you hadn’t already guessed, my fellow Movoto bloggers are all pretty nerdtastic. So, naturally, when we recently got to talking about what some of the best cities in the U.S. are for various types of people—see our recent look at the top towns for gamers—the idea of determining where nerds (aka “my people”) would most feel at home came up.

 

After coming up with our criteria and crunching the numbers, it was Atlanta—also Movoto’s top gamer city—that took the crown.

 

Here’s the list:

 

Click headline to read the list and criteria--


Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc
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The origins of videogames | La Pelanda

The origins of videogames | La Pelanda | Learning, Motivation, Play and the XBox generation | Scoop.it

The origins of videogames | La Pelanda

12 Mar - 6 Apr 2012


The exhibition traces the history of the game, the first experiment until you get the 1958 to 1985, recounting in a unique and original developments.

 

The path contains within 63 illustrated panels in Italian and English, dedicated to the giant walls of the old glories retrogaming, over 120 original pieces on display in console games and original period for an interactive gaming experience with vintage own hands.


Via Massimiliano Cammuso
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Karlo Pommier-Granillo's curator insight, February 22, 2016 12:39 PM

Los orígenes de los #videojuegos 

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Calling All OpenSim Fans: How Often Do You Use Second Life? And Why? - Danko Whitfield

Calling All OpenSim Fans: How Often Do You Use Second Life? And Why? - Danko Whitfield | Learning, Motivation, Play and the XBox generation | Scoop.it

"...a list of questions aimed at getting OpenSim fans’ thoughts about Second Life. Obviously many people in OpenSim started in Second Life and later left it behind, while some others made conscious decisions to start with OpenSim rather than Second Life. So, overall, you would expect most OpenSim fans to have a negative attitude about Second Life and, in my experience, you’d be right. Still, I know personally a number of loyal OpenSim users who use Second Life to varying degrees, so there is something they like about it, even if some don’t want to admit it."

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Alpha 5: Configurable Walk Speed and Kinect Control | CtrlAltStudio

Alpha 5: Configurable Walk Speed and Kinect Control | CtrlAltStudio | Learning, Motivation, Play and the XBox generation | Scoop.it
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ViVi InWorldz: Lara and Zara Sexy Lingerie!

ViVi InWorldz: Lara and Zara Sexy Lingerie! | Learning, Motivation, Play and the XBox generation | Scoop.it

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Free for All: Five ways to create immersion in MMOs

Free for All: Five ways to create immersion in MMOs | Learning, Motivation, Play and the XBox generation | Scoop.it
Massively (RT @Metaverse: MVW: Free for All: Five ways to create immersion in MMOs http://t.co/Y5jN21gdyL #Metaverse)

Immersion. I've used the word so much over the past several years that it has almost lost all meaning. I've played around with my immersion project, a set of rules designed to force me to play in a way that creates an almost physical connection with my characters. I've written about immersion and why it is important. I've even played the other side and fell in love with MMOs that are seemingly designed to be anything but immersive. It's one of those flashy terms that sounds more complicated than it is. Read on...

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Five Steps to Enterprise Gamification | UX Magazine

Five Steps to Enterprise Gamification | UX Magazine | Learning, Motivation, Play and the XBox generation | Scoop.it

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Combining Big Data & Gamification in Recruiting & Hiring HR, Recruiting, Social Media Policies, Human Resources, HR Technology Blogging4Jobs

Combining Big Data & Gamification in Recruiting & Hiring HR, Recruiting, Social Media Policies, Human Resources, HR Technology Blogging4Jobs | Learning, Motivation, Play and the XBox generation | Scoop.it
Solid decision-making filled with relevant and accurate information is the backbone of business. Big data and gamification will help create a worthy buzz.
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Gamification User Types 2.0

Gamification User Types 2.0 | Learning, Motivation, Play and the XBox generation | Scoop.it
I mentioned that I was trying to simplify and improve my gamification user types. Version 2 is just that and a little more. After more research and the results of mine and others surveys on the matter, I have realised a few things.

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Gamification: Game With the Concept?

Next year will be the year gamification fails. It’s a concept built on hype, and 80 percent of all programs will die by 2014, according to Gartner. 
Rajat Paharia disagrees — 100 percent.

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Using Augmented Reality for Contextual Mobile Learning by Jason Haag

Using Augmented Reality for Contextual Mobile Learning by Jason  Haag | Learning, Motivation, Play and the XBox generation | Scoop.it

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Ana Cristina Pratas's curator insight, December 2, 2013 2:12 PM

“Mobile augmented reality provides learning designers and educators with a new opportunity to start thinking more deeply about the mobile learner’s context and situation. AR technologies can take any situation, location, environment, or experience to a whole new level of meaning and understanding. AR is uniquely changing the way people learn with mobile devices.”

niftyjock's curator insight, December 2, 2013 4:09 PM

I just love the whole idea of google glass, but I think we are still in the learning beta phase of testing and we wont reaqlly understand the uimpact it will have on learning untill innovative teachers get their hands on it. 

Gamescademy's curator insight, December 7, 2013 10:29 AM

מציאות מועצבת רבודה - רואים שקוף רואים למידה 

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Can Games Be Radical? Define & Confront Culture rather than Escape from it?! - What Games Are | Pervasive Entertainment Times | Scoop.it

Can Games Be Radical? Define & Confront Culture rather than Escape from it?! - What Games Are | Pervasive Entertainment Times | Scoop.it | Learning, Motivation, Play and the XBox generation | Scoop.it
Can games define new culture? Are they able to be edgy? Can we foresee a day when the ideas within a game cause discussion and debate much as a controversial play might?

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Us and the Game Industry – how indie games are the new counter-culture

Us and the Game Industry – how indie games are the new counter-culture | Learning, Motivation, Play and the XBox generation | Scoop.it

"Set for release this winter, the documentary film Us and the Game Industry promises to explore the motivations of indie developers like thatgamecompany. Filmmaker Stephanie Beth tells us what she learned from a new era of rebellious entertainment"...

 

This article makes a great companion piece to yesterday's Bang, bang, you're dead: how Grand Theft Auto stole Hollywood's thunder.  Taken together, the articles provide an interesting look at the diversity of content & companies within today's gaming industry.

 

I also like the glimpse we get of the New Zealand filmmaker, Stephanie Beth, who made Us and the Game Industry because she "wanted another big project," "wanted to spend [her] sixties productively".

 


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Alec Lisy's curator insight, April 23, 2013 9:09 PM

While its business may not be in the billions like the main industry, there is still a lot of room for profit in joining the indie-game revolution.