Trello vs Pivotal Tracker: How Potential Use Cases Attracts Users

This article was written by Contributing Writer Erik van Mechelen with input from Jun Loayza and Yu-kai Chou.  A Wide versus Narrow Lens Talk to anyone you know who uses a non-phone camera. She’ll likely talk about what she’s trying to accomplish first, then explain the type of camera, the lens, and other features helping her accomplish … Continue reading Trello vs Pivotal Tracker: How Potential Use Cases Attracts Users

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Author: Erik Mechelen
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Fun and Gamification?

Often when people talk about gamification, they speak about adding fun to everyday work related tasks. The whole Mary Poppins “A Spoonful of Sugar” analogy pops up regularly.  Anyone who has stuck with this blog for a while will know exactly how I feel about her…

The trouble with fun is how you define it. The Oxford dictionary (thanks Google), goes with

Enjoyment, amusement, or light-hearted pleasure: the children were having fun in the play area

Now, I’ve said this before, but it is worth saying again – fun is subjective. What you find fun, I may not. Consider the following

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Core learning loops in game design & enterprise change management

I’ve been having a blast recording Season 3 of the Getting2Alpha podcast — I’m getting great insights from our varied & brilliant guests. My favorite part is when patterns emerge in unexpected places – like in the last 2 podcasts, which were about board game design and enterprise change management. 

Raph Koster and I are long-time colleagues & friends – and in last week’s G2A podcast, Raph shared his perspective on how to bring creative ideas to life.  I loved hearing about his experiences play-testing the core learning loop of his designs early, to make sure there’s a pleasurable learning loop going on. He explained that once that’s Read the rest

The Vision for Human Capital Engagement

As a HR leader are you consistently being asked to expand your strategic contribution to the business? To broaden your knowledge about new tools and technologies and connect the dots between key business drivers and how the organization’s people influence them? It’s a shared experience across many in roles like yours. HR leaders must continue to be practical but also bring progressive conceptual ideas to the table.

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Author: Kristin Davis
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2016-2021 Global Game-Based Learning Market Report Shows A Robust 22.4% CAGR

Ambient Insight’s annual report on the industry at Serious Play Conference was always the best attended session because it reports on the Global Serious Games Market.

This year, Sam Adkins, the analyst, is allowing the Serious Games Association to offer his report for $349. 

Please find below the news release announcing the offer.

Compound Growth Rate for Game-Based Learning Market 22.4%;

Revenues To Be $2.6 Billion in 2016; Report Available for $349  

LOS ANGELES – Monday, August 22 – A comprehensive, 47-page report breaking down projected revenues for game and simulation-based learning products by seven regions, market segment and Read the rest

What Can My Shaving Routine Teach Us About Gamification?

Yeah I know, a bizarre title for a blog. Anyone who follows me on twitter will know that I am a bit obsessed with finding a decent shave. I have always hated shaving with a passion. My skin always comes out in a rash, it is time-consuming and just a ball ache.

I have tried most types of the modern razor, from single blade Bic disposables to Mach 3 to Fusion. Every time a new razor came out with more blades and promises of the “closest shave since out last product”, I have bought it.

Then I decided to grow

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Three Rules for Meaningful Rewards in Gamification

Rewards can be very powerful, which is why I have spoken about them so many times! I already wrote about the three keys of rewards (Relevant, In-Time and Meaningful). However, I wanted to just blast out a quick post on the meaningful bit of that! 1 and 2 are essential, 3 is a very big nice to have!

They have to …

  1. be earned
  2. have intrinsic value
  3. have extrinsic value

Feeling that you have earned a reward is much more satisfying than just being given the “I pushed a button” reward.

If the reward has some level of

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Master Thesis: Gamification – Epic Win or Epic Fail?

Gamification is the concept of applying game elements to real life contexts like business or education, with the aim of creating behavioral change, enhancing motivation and performance of individuals. Even though there is a rising trend in popularity and an increase in deployment, many attempts however fail their objectives. The field is still missing theoretical foundations, valid research and best practices. It is dominated by misconceptions, poor design of practical approaches and controversial opinions amongst experts. Nevertheless, motivational theories like the self-determination theory or the concept of flow can serve as valuable foundations for understanding how game elements can influence

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Target Gamification – My Top 9 Gamification Elements

There are some questions I am asked more than others. Today I want to give a slightly longer answer to one of them than usual! The question? “What is your favourite gamification element?”

My usual answer fluctuates between feedback (which covers anything from verbal to full online economies) or progress, which I have written about in the past. Recently though I realised that this was just not enough of an answer anymore.

The truth is, I have no one favourite element, every solution requires something a little bit different. However, there is a sort of process that I go through

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