Gamification Design Framework Workbook

Following on from the success of the Gamification Journey Planner, I wanted to add more value. Based on my Gamification Design Framework (GDF), I have created a full workbook that will help you go from your earliest planning to your full design.

It is broken down into several worksheets with instructions and examples to help you. Everything that was in the Journey Planner has been included here, with extra content, including the new Gamification Design Framework Canvas.

Gamification Design Canvas

Gamification Design Canvas

If you purchased the original planner, you will be getting a

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How Nathaniel Tseng Would Improve Habitica with Octalysis

In Spring 2017, The Octalysis Group opened a challenge to Octalysis fans and experts. The challenge was to improve the design of popular productivity app, Habitica, using Octalysis. Several of these designs were so strong we wanted to share them. Over the next few weeks, we will share some of the best designs. Habitica Design Challenge … Continue reading How Nathaniel Tseng Would Improve Habitica with Octalysis

The post How Nathaniel Tseng Would Improve Habitica with Octalysis appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
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Teaching students to survive a zombie apocalypse with psychology


Playing games is ubiquitous across all cultures and time periods – mainly beacuse most people like playing games.

Games involve rules, points, systems, as well as a theme or storyline and can be massively fun and engaging. And there is an increasing body of research that shows “gamification” – where other activities are designed to be like a game – can be successful in encouraging positive changes in behaviour.

Gamification has previously been used to teach skills to nurses, as well as in wider health settings – such as with the use of the app Zombies, Run!. … Read the rest

Postdoc / Doctoral Student / Researcher (Gamification, VR/AR/MR, Game research, eSports), 1-3 positions Tampere University of Technology (TUT) is an active scientific community of 1,700 employees and more than 8,300 students. The University operates in the form of a foundation and has a long-standing tradition of collaboration with other research institutions and industry. Many of the fields of research and study represented at the University play a […]

Author: Juho Hamari
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Emotions and Gamification

Some Emotions and their Opposites

You may have noticed in my newest design framework that I mention emotions for the first time (I think) as a full consideration in my design process. I am by no means the first to think about it in a design framework. If you look at the MDA framework the authors describe the aesthetics as:

the desirable emotional responses evoked in the player, when she interacts with the game system.

Later a more gamification focused framework, the MDE framework 2, dropped aesthetics and replaced them directly with emotions.

There are many theories and papers written about emotions

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Serious Play Conference Speakers Preview: Dr. Matthew Farber

How are educators using Serious Games in their classrooms to give students agency, while also teaching 21st Century skills of empathy, systems thinking, and design thinking?

This question has motivated Dr. Matthew Farber’s research about educators who are experts of game-based learning, and now informs his current inquiry into teachers who view themselves as learning designers.

Farber will share findings from his dissertation research, which was expanded to a forthcoming book, Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games (Peter Lang Academic, 2017). The book is about how one particular affinity group of K12 educators-known as Read the rest

Game Project 2017 games available for download!

Our students have been working hard with their game projects the whole Spring semester of 2017 (ITIA9 Game Project). For the first time we provide the results of the course, in the spirit of game jams, as free downloadables to anyone interested to test them out.

The course was divided into three consecutive development periods: first game was created in two weeks, second in one month and the last one took two months to create. Every student of the group of almost 50 students was involved in making of three games: a board game, a platformer made with … Read the rest

APPLIO Aspires To Change The Way Organizations Utilize Serious Games

Founded in 2007, Applio Limited is on a mission to change the way organizations utilize Game Based Learning and is working in a number of industries to create a library of games.

According to the company’s website, they have developed a unique platform that allows Serious Games to be built in hours rather than weeks, and be easily changed and updated.

Applio is an innovative Digital Games Based Platform expected to deliver major improvements in Employee Engagement, Learning & Development and Organizational Change.

Example Games include: Healthcare – Pressure Ulcer Training and Dysphagia; All Industries – Incident Management, Organizational Change, Read the rest

Are Serious Games The Future Of Executive Education Market?

Carbon capture laboratory at Imperial College London

The Financial Times posted earlier this week an interesting article authored by Helen Barrett. Titled Business Schools Take A Playful Approach To Leadership – From kidnaps to oil rig disasters, Serious Games are helping to train executives, the article is nurtured by the belief that “What the modern employer wants from cutting-edge business schools is less talk and more action” and out of which we have excerpted the following particulars:

“As the dean of a leading business school in the executive education market says, companies are less and less Read the rest