Coin Master. Have you played it? I have. It’s currently the top grossing game on mobiles. If you have not played it, it’s a fruit/slot machine. You put virtual money in, spin the reels and possibly win more money. You then use that money to build a series of villages, upgrading parts of one village until the whole thing is completed, then move on to the next one. You can also ruin friendships by attacking peoples villages, knocking their development back and costing them virtual money. It is a phenomenon, with a staggeringly well thought out social media … Read the rest
By clearly defining your sales goals, setting roles and clarifying expectations, and rewarding incremental progress towards achieving major milestones, the Bunchball Nitro gamification platform can help your business coordinate your strategy for managing customer relationships.
Program Announcement: XR for Change Fellowships
Games for Change (G4C) seeks two Fellows to participate in our XR for Change initiative and gain essential knowledge and experience to position them for careers in the immersive media, technology, and social impact sector. (XR stands for “extended realities” and spans the rapidly growing field of immersive technology including virtual, augmented, and mixed reality).
The XR for Change program is a year-round initiative that brings together XR developers, media makers, storytellers, researchers, technology companies and users to create and share experiences that can improve people’s lives and further positive social change.
Position Details:… Read the rest
In the last chapter, we looked at goals and feedback. To follow on from this, I wanted to look at how you should plan feedback and rewards, based on the user’s expectations. However, to start, we need to look at the User Journey, which is a chapter on its own!
What is a User Journey?
In our world, the user journey is the series of steps that a user takes whilst engaged with your solutions. I break it down into four key stages. Discovery, OnBoarding, Immersion and Mastery/Replay. Ok, so that is more like 4 1/2 steps…
Discover… Read the rest
About this Job
Games for Change (G4C) is looking for an intern to support the Executive Producer of the G4C Festival. The intern will support all projects that the Executive Producer is working on as it relates to event planning and marketing. The intern will report directly to the Exec Producer, but may also be asked to work with other members of the team.
Candidates for this unpaid internship should meet the below qualifications and requirements.
- Work directly with the G4C Exec Producer to help support production and marketing on various events.
- Production tasks include scheduling, logistics, managing
Just a quick one (yeah another quick one) whilst I finish off the reward schedule chapter of my Introduction to Gamification series!
I was recently doing a series of talks which gave me reason to pause and reflect a little on my position in the world of gamification.
I have been around for a while in relation to a young industry, since about 2011. That puts me in a position to have been actually at the leading edge of the growth of the industry along with a few other highly notable people. Many of them are still … Read the rest
As a quick break from my Introduction to Gamification series, I wanted to ask a serious question. Is gamification dead?
It is a tough question for someone who lives and breathes gamification to consider, as the answer could be problematic!
If we look at the hype that surrounded gamification, it would be easy to assume that it never really lived up to its promise! However, what was it promising?
Gamification, no matter how you personally refer to it, lives by one simple rule. It is not about making games. It is using lessons and elements from games in … Read the rest
Based at UCSC’s Silicon Valley Campus in Santa Clara, the Serious Games program builds on existing expertise at UC Santa Cruz in assistive technologies, games and playable media, digital art and new media, psychology, and … Read the rest
The core of gamification can be boiled down to two key components. Goals and Feedback. Of course, there is more going on that supports these, but those are the two keys of gamification.
Gamified systems need to set specific tasks for users to complete, and then provide them with feedback as they progress towards completing those tasks. A good gamified system then uses other techniques, elements, mechanics etc to support the user towards those goals.
The hard bit is setting good goals, creating good feedback mechanisms and wrapping the experience in something that is engaging! But that is … Read the rest