Readalong: Reality is Broken, Ch 3 – More Satisfying Work

This continues the Readalong by Erik van Mechelen of Jane McGonigal’s ‘Reality is Broken’ with insights from Yu-kai Chou’s Octalysis framework. For in-depth discussions of this book and others, join Octalysis Prime. tl;dr Both serious and casual games bring blissful productivity, one key element of more satisfying work.  Summary “Playing World of Warcraft is such a stisfying … Continue reading Readalong: Reality is Broken, Ch 3 – More Satisfying Work

The post Readalong: Reality is Broken, Ch 3 – More Satisfying Work appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/readalong/readalong-reality-broken-ch-3-satisfying-work/Read the rest

The Game Thinking Spectrum

A quick thought around my original Game Thinking content from a few years back.

I often listen to others talking about gamification, serious games and the like, as if they had no relationship to each other. Whilst it is true that they all require different approaches to develop solutions with, they should not be considered as totally exclusive of one another.

A good gamification consultant will look at the problem they are given and decide what the best solution is for their client based on their needs, not on the semantics surrounding the difference between gamification and serious … Read the rest

Behaviour and Behaviour Change

One of the things you often hear around talk of gamification is the term “Behaviour Change”. At one time, gamification experts and platform providers began to get nervous of the word gamification and started to talk about “Behavioural Science” and “Behaviour Change Platforms”. I remember writing a post somewhere about what would happen if you could not use gamification as a word and even suggested behaviour change as one of the options.

However, over the years I have realised that this is probably a bit naive and possibly arrogant. Behaviour is a complex thing and one that does not change … Read the rest

VR Serious Games Redefining Physical Therapy

Image credit: VRPhysio®


The Virtual Reality Physiotherapy (VRP) Market is expected to experience an exponential growth over the coming years.

Physiotherapy has become an integral part of any rehabilitation process and awareness of the importance of Physiotherapy is constantly increasing. More and more people are experiencing injuries due to car accidents, sport accidents, working in front of computers, staring at smartphones and more.

Physical therapy helps shorten hospital stays, provides a cost-effective alternative to surgery and helps patients regain an active daily life. Traditionally, therapies require repetitive, oftentimes arduous verbal and tactile feedback from the clinician. Patients don’t want to Read the rest

The Points, Badges, and Leaderboards Fallacy

This is an excerpt from the second part of the introduction of Actionable Gamification: Beyond Points, Badges, and Leaderboards. Buy a copy here or listen on Audible. A Story about Social Media The landscape of gamification development must be viewed within a historical context to see why gamification mechanics themselves don’t ultimately lead to effective … Continue reading The Points, Badges, and Leaderboards Fallacy

The post The Points, Badges, and Leaderboards Fallacy appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/pbl-fallacy/Read the rest

2017 Serious Games Showcase & Challenge Encouraging AR, VR, MR Submissions

Submissions for the 2017 Serious Games Showcase & Challenge open on August 1, and will remain open until September 18. This year, all applicants are required to submit an “intent to submit” form by September 15 to ensure that the committee is adequately prepared to accept each game’s materials. The committee will announce the finalists on October 16, and those finalists will be showcasing their games in the SGS&C booth at the 2017 International/Interservice Training, Simulation and Education Conference (I/ITSEC), November 27-30.

As in previous years, awards will be given to the best games developed in the Read the rest

Gameffective Releases Video-Based Learning Narratives

Gameffective, the leading enterprise gamification platform, announces the release of Video-Based Game Narratives.

This new and exciting feature supplements Gameffective’s existing set of solutions with the option to deliver learning within a fun, interactive and evolving, plot line. It is perfectly suited for product introduction courses, employee onboarding and pretty much any corporate learning campaign where you are trying to impart a large amount of knowledge on employees whilst keeping them engaged and attentive.

The first installment of these video-based type narratives is called “The Perfect Workday” and is structured like an escape room quest where the protagonist, a

Read the rest

Last Chance: Get your passes! The Festival starts next week.

   until the Festival starts!Here’s what’s in store … The Games for Change Festival starts next week! Don’t miss out on: Dozens of unique games (including the G4C Awards nominees) and VR demos that … Read more

Author: Tom Moore
Source: http://www.gamesforchange.org/2017/07/last-chance-get-your-passes-the-festival-starts-next-week/Read the rest

Human-Focused Design: The Better Term for Gamification

This is an excerpt from the second part of the introduction of Actionable Gamification: Beyond Points, Badges, and Leaderboards. Buy a copy here or listen on Audible. Why Gamification? Gamification, or the act of making something game-like, is certainly not something new. Throughout history, humans have tried to make existing tasks more intriguing, motivating, and even “fun.” When a small … Continue reading Human-Focused Design: The Better Term for Gamification

The post Human-Focused Design: The Better Term for Gamification appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/human-focused-design-better-term-gamification/Read the rest

Contextual Relevance in Gamification

People often say that “Content is King”. I have always maintained that whilst that is true, “Context is Queen”, and we all know who really wears the pants in a relationship!

When you create gamified solutions there is often a risk and even a desire to throw the kitchen sink at the design, deciding on the mechanics you want to include well before you have any idea of what the project will actually require!

Included in this risk is the desire to create things that have no relevance at all to the project, but look pretty! One of the biggest … Read the rest