Using Gamification to Elevate Design

Whatever you think you think gamification is or what it is for, if you have used it it is usually for one reason – to increase engagement with something. You may not have defined engagement as such, you may have spoken about active participation, or learning transfer, or productivity increase. However, they all point in one direction – to encourage people to do more of something or to do it better.

Some of the projects you have done or seen may have been long term focused, looking to increase intrinsic motivation of participants, others may have just been … Read the rest

Serious Games Prepare Healthcare Workers To Address Aging Population Safety

Supporting Behaviors, developed by health researchers at the University of the Sunshine Coast (USC) in collaboration with Bondi Labs (an Australian digital start-up) and industry partner Suncare, is one of the 2017 finalists in the 6th Serious Games Showcase & Challenge Australasia.

Finalists will showcase their games in the exhibition hall at the Australasian Simulation Congress, presenting them at a special Serious Games Showcase & Challenge session hosted by technology pioneer Mark Pesce on Wednesday, August 30.

Winners will receive instant entry to attend and display their game at the global Serious Games Showcase & Challenge held Read the rest

Readalong: Reality is Broken, Ch 7 – The Benefits of Alternate Realities

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 Alternate Reality Games (ARGs) [not to be confused with Augmented Reality AR], are games designed to be played in the real world, which make … Continue reading Readalong: Reality is Broken, Ch 7 – The Benefits of Alternate Realities

The post Readalong: Reality is Broken, Ch 7 – The Benefits of Alternate Realities appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: … Read the rest

VR Serious Game Could Define The Future Of Astronaut Training


Earthlight, built by game studio Opaque Space (a newly formed division of Australian Opaque Media Group) in collaboration with NASA, is one of the 2017 finalists in the 6th Serious Games Showcase & Challenge Australasia.

Earthlight is a narrative-driven “Serious Game”, telling a story only few people will ever experience – that of human space flight.  Earthlight is set in 2020 and follows the journey of Anastasia “Anna” Wiater, an Australian-American experimental physicist and her life as one of NASA’s brightest and most talented astronauts.

The game gives players an authentic experience of space, immersing them in the Read the rest

New Book and some Slides

Quick update of stuff!

First, I have a new book out called “The Little Cog”. You may recognise that as I have told the story here before. It is about a little cog who is trying to understand his purpose in the wider world. It is a tongue in cheek message for managers everywhere – but my kids loved the book as well. Here is a link to get it from Amazon and also a video of me reading it!

The second part of this post is about Marczewski’s Core Principles of Gamification. This is a short series … Read the rest

Readalong: Reality is Broken, Ch 6 – Becoming a Part of Something Bigger Than Ourselves

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 The key to happiness is reducing a focus on oneself and investing effort and attention into something larger than oneself, something of epic proportions, … Continue reading Readalong: Reality is Broken, Ch 6 – Becoming a Part of Something Bigger Than Ourselves

The post Readalong: Reality is Broken, Ch 6 – Becoming a Part of Something Bigger Than Ourselves appeared first on Yu-kai Chou: Gamification & Behavioral Read the rest

Stanford Medicine Pioneering Use Of VR For Patient Engagement

Image credit: Stanford University School of Medicine

Stanford University believes that with its VR medical visualization platform the University is positioned to dramatically improve patient engagement, perceiving tremendous value in “utilizing VR across the treatment continuum to educate patients and families about complex treatments options.” (Please find also VR Serious Games Redefining Physical Therapy).

Pediatric cardiologists at Lucile Packard Children’s Hospital Stanford are taking inspiration from video-game technology to leverage VR as a vital tool for providers and patients alike. The Virtual Reality Program at the Children’s Heart Center is undergoing three VR projects that are already improving patients’ Read the rest

Semantics vs Value: Tomato TomAto

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. Semantics vs. Value To me this discussion is non-productive. I would rather spend my time learning about and harnessing the power of games to change the world for the better, instead of debating … Continue reading Semantics vs Value: Tomato TomAto

The post Semantics vs Value: Tomato TomAto appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/semantics-vs-value-tomato-tomato/Read the rest