Gamification set to stick…

The concept of changing people’s behavior by offering rewards isn’t new: think of store loyalty cards or airline points systems. Gamification takes customer engagement to a whole new level, offering a far more complex experience to encourage not only a greater level of engagement but also broadcasting brand loyalty through social media channels.

The trend of gamification is set to rise: according to a recent report by Gartner, by 2015 “more than 50 percent of organizations that manage innovation processes will gamify those processes.” The same report predicted that gamification strategies for marketing and customer retention would become “as important as Facebook, eBay or Amazon.”

The rise of platforms and applications to enable gamification, such asSCVNGRBadgevilleBigDoorand Bunchball, have made it easier for brands to structure campaigns.

Whether gamification is indeed the future of marketing or whether we’ve already passed the peak of a fad, there’s no doubt that the gamification of everyday activities and objects can change people’s behavior, increase their loyalty, influence their purchasing habits, and encourage them to share their involvement with a particular brand. It will also help cultivate your communities by continuously bringing people back to engage with your content and with their peers.

via theNextWeb

So what are the characteristics of a successful gamified campaign? Read on…



A Gamification Post Bundle

So it’s Friday, the sun has gone and I was struggling for inspiration for a post. Then I remembered some advice I read a while back. If you are stumped for inspiration, dig up some of your old posts and do a topic bundle. So that is where we find ourselves today. I have gathered together some of the musings we have done on Gamification and put them into one post. Enjoy!

1) Merit Badges: How Salesforce Motivates a Workforce 

We are no strangers to the gamifying of the work place and a company called Rypple have come up with one solution for motivating your workforce through adding a a layer of game dynamics. 

2) The future of the city: Crowd sourcing and Gamification

Here we looked at the possibility of using crowd sourcing and gamification in urban design. It’s an interesting theory and one worth a read. Although, as I mentioned in the post, if my experiences of SimCity are anything to go by, we would have quite an urban mess on our hands.

3) Will the Homes of the Future be Gamified?

The spark that ignited this post was a Channel 4 show about the home of the future. It plopped a family into a make-shift imagined futuristic home which included gamified aspects such as a bin that chastised them for not recycling. 

4) RedCritter Tracker: Motivation by Gamification

Here we give you an insight into our own experiences with using Gamification to motivate and reward fellow Matmians. Sounds kind of Big Brother-ish but that is not actually the case. The software is a project management tool, specifically designed to work with software development teams using the SCRUM methodology. 

5) Gamification of Educuation

The use of Gamification techniques within education is not on the horizon…it is already here. 6 months ago I highlighted the fact that the work teachers have been doing in classrooms across the globe for many years could easily be seen as a form of non-digital Gamification. 

I mention this now because an article on PSFK.com caught my attention. It was about a company in Singapore who have developed an educational application that takes advantage of gamification techniques and mobile technology.

6) Gamify your site!

And why do I want to do that?” I hear you cry. To engage visitors with your website for longer, acquire more customers and raving fans, and ultimately improve your profits. How does that sound? Really good – assuming you know what gamification is – so let’s start there.


This is by no means an exhaustive list of all the posts where we have mused on the subject of Gamification. If you are still interested in reading more, you can find all the posts here.

 

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Merit Badges: How Salesforce Motivates a Workforce

120314 Rypple 01.jpg

Here’s a very serious question: Are the tools your company’s employees use to do their job more or less motivating to that end than the apps, games, and social services they use to do something other than their job? Put another way, does the software your people use for play improve the quality of their work, more than the software they use for work?

This is a question that a company called Rypple first started tackling three years ago. Identifying what Rypple was, was evidently hard enough - in 2009, ReadWriteWeb called it an enterprise solution for garnering feedback; two years later, we re-introduced it as a tool for rewarding employees for good performance. Both were partly right. Fortunately for Rypple, Salesforce perceived it as something substantially greater, and today Rypple is being re-reintroduced as the latest cloud-based component in the Force.com arsenal.

Read the full article ► via ReadWriteWeb

►Mini Matmian:

We are no strangers to the gamifying of the work place (we use a great piece of kit for software development called RedCritter Tracker) and from our experience it can certainly be a great motivational device. 

There are pitfalls to watch out for and you need to carefully analyse whether it would be right for your business but, if implemented effectively, it is a great tool for rewarding employees for good performance.

Check out Matmi’s experience with RedCritter Tracker.

What are your thoughts on adding Gamification to the work-place?


 

Magic Across Media…

http://www.matmi.com/contact.php

info@matmi.com

Phone: (+44)01625 560771

Twitter: @matmi

Facebook: http://www.facebook.com/Matmi

Google+ 



Will the Homes of the Future be Gamified?



Here we are again, discussing the buzzword of 2011/2012; Gamification. It has rapidly gained acceptance, seeping into the consciousness of the digital media industry and it is now making noise on broadcast TV.  

There is a new reality TV show on Channel 4 called ‘Home of the Future’ where they ask an average family to experience what it might be like to live in the future, filling their home from top-to-bottom with futuristic technology and gadgets.
Continue reading : Via matmi.com



Q&A with gamification expert at IBM Research

IBM Research: Q&A with Yaniv Corem, gamification expert at IBM Research

Yaniv Corem joined IBM Research – Haifa in June 2010 after completing his undergraduate work at the Technion – Israel Institute of Technology, and earning his master’s degree in architecture and computer science from MIT. Aside from his enthusiasm for rock climbing and bouldering, Yaniv is passionate about projects that use the “wisdom of the crowd” to solve difficult problems, complete tasks, gather data, and more.

What is gamification?

YC: Gamification is the process of using game thinking and game mechanics in non-game applications to increase engagement. Game thinking can be used to make almost anything fun and encourage people to get involved.

Does competition really help people learn?

YC: Human beings are competitive by nature. Games bring out that sense of competition within a safe and fun environment, where learning takes place naturally. It’s not just competition that does the trick, but an entire set of attributes that make games such powerful tools for learning. Gamification creates a safe environment in which to experiment without suffering the consequences. It also brings in the aspects of new experiences, cooperation with other players, and just having fun.

Competition can be an extrinsic motivator, for example, for a student competing with other students for the best grade on a test. But competition can also be intrinsic, when people push themselves to achieve a certain goal. For example, a toddler learning to stack objects will try the same thing over and over again, while grappling with complex concepts like gravity and balance.

How is IBM using gamification to help people learn and share information?
 

YC: One great example is in the area of product adoption. New users of Lotus Connections, for example, can find such a feature-rich environment daunting. Bunchball, a leader in gamification, developed a solution for IBM called Level Up to help users adopt Connections. It takes complex learning processes and breaks them up into smaller chunks called levels. At each level, a user/player is asked to perform specific tasks that help teach how to use the product. In return, the users are awarded points, badges, or titles.

Gamification could also be used to keep communities active by rewarding members for their contributions. An interesting byproduct of gamifying a community is the social analytics, such as finding the major contributors; the most helpful contributions; the interaction among community members, and more.

via smarterplanet



RedCritter Tracker – Gamifying the Work place



"It’s not all just about the badges. Project leaders can assign points to individual tasks (depending on difficulty or time it takes to complete). These points can then be saved up and exchanged in the RedCritter Tracker store to treat yourself to a pressie. These rewards were voted for by the Matmi staff. Take a look at the kind of thing they aim to spend their hard earned points on (not ashamed to say they are very geek friendly)"  
Read the full article here: orchard.co.uk



Gamification in Education

Gamification in Eduction, image by Matmi

Mini Matmian:
The use of Gamification techniques within education is not on the horizon…it is already here. 6 months ago I highlighted the fact that the work teachers have been doing in classrooms across the globe for many years could easily be seen as a form of non-digital Gamification. 

The very practice of stickers, group leader-boards and reward systems that are already in place in so many primary school classrooms is already, in part, a form of gamification …

I then went on to mention how digital media could be used to augment the education process:

…add a bespoke system that also incorporates digital media (yes games are part of it) for multiple purposes that not only serve the individual pupil but also provide an accurate and easy way of tracking progress [for teachers) can only benefit the whole school environment.

All those many months ago I kept it brief. My experience as a former teacher meant that the topic was close to my heart and I knew that if I didn’t reign in my key-tapping fingers I would end up with a 3000 word essay.

As a supporter of the good gamification techniques can bring, I wanted to make one thing absolutely clear:

Sticking the same API or just shoe-horning badges in is NOT taking advantage of the power of game mechanics. 

I mention this now because an article on PSFK.com caught my attention. It was about a company in Singapore who have developed an educational application that takes advantage of gamification techniques and mobile technology.

The company in question is called Trial Shuttle and the application they have developed “…lets students direct their own learning programs.” As I had said before, this is key. 

Trail Shuttle promotes self-directed learning via individualized, experiential paths.

Three components, in turn, are involved to make that goal possible: a Web-based toolkit for creating learning programs as well as a mobile app that allows students to explore and experience those programs and a monitoring app that lets teachers track students’ progress. Included in the mobile app for students are an augmented reality way-finder and code scanner; quizzes to test the student’s learning; chat capabilities; and the ability to check in at “hotspots” and complete specific tasks,

via PSFK

There are a few tools out there now that try to add digital gamification into education but this one is the first I have seen that not only puts the focus on the individual as a learner, gets them exploring the real world, allows teachers to track their progress and is cross-platform (please leave a comment if you know of any other software that does the same thing. SquareCrumbs is close but is iPad only).

It seems the Singaporean education system is happily embracing gamification and technology full force. On an ego boosting note, it is gratifying to see that the Matmi thought lab is still keeping up with (and at times ahead of) digital trends.

Let us know how you feel about gamifying education.

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