1k Blog Views
Thank you! We just hit 1, 008 views! We appreciate your readership, stop by again and bring a friend. Remember to celebrate something everyday… and keep playing!
Love, the edtechnessa!
Category Archives: Uncategorized
Going through a life plot twist and changing my focus to the world of physical therapy (and hopefully being admitted to a doctorate of physical therapy school). In the meantime, this blog will not be updated [unless some other huge plot twist occurs].
Thank you for reading and commenting about gamification in education. There are lots of other gamification websites available for your reading pleasure- go check them out…
Until later! Keep playing on…
Interesting blog post (this is me saying you should read it). Really ties into a couple of basic principles. 1. who, what, when, where, why and 2. Activity Loops: Engagement loops (motivation, action, feedback) or Progression loops (onboarding, challenge, rest- repeat a few times with increasing challenge slowly leading up to a boss fight). Badges are good example of an engagement loop. 3rd principle this post ties into is go social. People want to share what they do with their time. It connects us.
You are doing good business now. The idea behind gamification is that you want your business to be even better. This means utilizing the best of your current practice to motivate existing customers to recognize your brand, participate, and spend more.
A well designed customer gamification program identifies and enables power social media users to become social media brand ambassadors. Using the best practices in the industry, gamification can be turned to a powerful social customer acquisition and activation mechanism.
1. Define the gamification target. Your target determines everything. Understanding the habits of your target will make or break your gamification program.
2. Measure statistics about target. How often does your average customer engage now? What are the statistics divided by type of activity, divided by customer age, location, device usage, product usage?
3. Build gamification achievements based on statistics. Abstract how measurable statistics change over time throughout the customer lifecycle…
View original post 342 more words
Turkey day is near, as is Black Friday (Blue Sunday, Cyber Monday etc). It’s the “big day” for the retail world. Currently, gamification is the biggest buzz word in the business sector. Businesses want to increase engagement with their clients and develop customer loyalty which can reap substantial financial rewards, especially during the high holiday season. Let’s examine Target’s use of gamification in their Facebook page for Black Friday- the busiest shopping day of the year.
Poor gamification design in Black Friday campaign
Gamification.co describes the poor design of the Target’s 2012 Facebook Black Friday campaign- notice that they didn’t run the same or similar campaign again this year. The gist of the campaign is that you choose between two items to guess which item is on sale for Black Friday. It then tallies and records how much you would save if you bought 20 “secret” items. This information is already available through various formats- no new information. The choices that the player makes is not meaningful. It ends up being gamification for gamification’s sake, what Gamification.co describes as “pointsification,” ie poor gamified design. After reviewing Gamification.co’s article, below are a few take-away lessons.
- Lesson 1: Games elements enhance the game play experience.
Don’t make people play the game to discover information that is readily available. Below we’ll discuss examples of game design that successfully reveal new information through puzzles and/or “easter eggs.” The objective of Target’s game does not align to the game activities that players perform.
- Lesson 2: Social sharing should engage others to play.
Target allowed players to share how much they would have saved if they purchased the 20 “secret” items. Ability to socially share accomplishments in game play is important to elements of engagement and competition. Besides the fact that completion of the game as the only result of the game, the act of sharing this “achievement” does not engage others to play the game. After sharing, your friends should want to compare their game play to yours or in example, beat the “savings” you earned. People are social by nature and usually want to connect with others by sharing their activities.
2 Examples of Good Gamification Elements
Using puzzles and/or providing “easter eggs” within a game can progress game play, as well as adding elements of mystery and excitement. Prior to book releases or major press releases, J. K. Rowling used interactive puzzle games on her Scholastic website to entice her fans to discover bonus content or new information before it was shared through traditional venues. Fans were required click on items in a certain sequence to reveal the bonus content or news releases.
Easter eggs refer to hidden items inside of the game or activity, as if they were eggs hidden during the Easter holiday during a scavenger hunt. Sometimes these easter eggs will be graphics or textual clues to assist in resolving a larger puzzle or task.
Kevin Werbach’s Gamification course on Coursera uses easter eggs by changing items in a bookcase seen behind him in video lectures each week. These items when collected or noticed by the students are evaluated to determine its value. Werbach offered bonus points to the first student who guessed the hidden message adding a level of competition, as well as bragging rights as a form of reward. This type of game element supports players who like to explore or play a discovery role. Werbach’s secret message was related to learning about games and added an extra layer to watching class lectures.
Target made the mistake of using redundant information in their Black Friday game which invalidated the game objectives, resulting in an epic gamification fail. Kevin Werbach used hidden clues in video lectures that provided new, but optional information to students to encourage additional motivation to watch lectures. What other types of easter eggs, hidden clues or puzzles can be added to a course to make learning fun? Would using these elements distract you from the primary message of the course content? How does one balance adding an engaging activity so that it doesn’t overshadow the primary learning objective?
If Wearables Are Going to Grow Up, Games Might Point the Way AllThingsD Conference attendees packed one of the meeting rooms at the Los Angeles Convention Center last week to hear Mind Pirate CEO Shawn Hardin and VP Unni Narayanan pitch games for…
We’re so close to making the “Sight” video a reality.
Would you want a gamified layer on top of real life, smart glasses that help you navigate life? Google glass is here… just needs a little more development.
See on allthingsd.com
TechHive The White House cares about games, but not for the reasons you think TechHive Mark DeLoura, the White House’s Senior Advisor for Digital Media, expounded on the government’s games policies at the Gamesbeat 2013 conference Tuesday, focusing…
The White House thinks that video games get a bad rap, much like writing did in the past and wants to see what can be done to change perception on the issue. What do you think- do violent video games cause violent behaviors in children?
See on www.techhive.com