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The Chase is Better Than the Catch PDF Print E-mail
Written by Martin Bråkenhielm   
Monday, 20 May 2013 06:21

Bizpart EngageMartin Bråkenhielm, CEO and founder of BizPart Engage, gives his view of Gamification and share his journey for creating the world’s first out of the box Engagement Platform that as an example handles the Engagement Management for the resellers of the Nordic part of one of the biggest conglomerates in the world.

First it was Pong. Then Atari 2600. Later on I got my Commodore 64 with a tape station followed by the Amiga 500. I remember how in my earlier years I got hooked on video games. I disappeared into another world, determined to make it to the next level. I tried time and time again until I overcame the challenges. What I found most appealing was probably the strategic and tactical elements. I laid up a plan, trained hard and executed my strategy.

When I grew older it was sports that got my full attention. I dreamed of becoming a professional golfer and practiced 7 days a week, determined to make the dream come true. How game dynamics positively affected me was something I would take with me into my professional career.
Starting my own company was always the obvious choice. I was raised to look up to entrepreneurs as successful and independent visionaries. I set out to help people to realize the potential of cloud-based services and founded Alien Interactive in 1999. And my vision was bigger than that. I wanted to find a way to offer people what games had offered me; the enjoyment of motivation, determination and deep engagement. The word gamification was not yet heard of but I was fascinated by the thought of making an engaging game out of less exciting work-days. But over ten years ago, without the adoption of technology we see today, it was even harder for people to understand that idea than the potential of cloud services.

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Research Paper: Application and Influence of Gamification in Mobile Learning Solutions PDF Print E-mail
Written by Daniel Meusburger   
Friday, 17 May 2013 19:00

Mobile Learning StudyThe main scientific purpose of this bachelor thesis is the analysis if the implementation of game elements in mobile learning applications influences the user experience. Furthermore, the concept of gamification, which implies that game elements are implemented in non-game applications, will be elucidated and potential positive effects on test applications analyzed.

A questionnaire and two separate test applications were created in order to give an elaborate answer to the leading question, which asks if gamification has an influence on the user experience of mobile learning applications. Building the test applications specifically for this purpose allowed avoiding confounding factors like differing designs or basic functions as well as addressing the majority of smart phone users by programming it as a website rather than as a mobile app.

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About the Term Gamification: Why I Hate It AND Why I Love It PDF Print E-mail
Written by Mario Herger   
Tuesday, 14 May 2013 08:00
Gamification: engaging funIf one area of engagement can be taken for granted, it's the one when people engage again in passionate discussions on the term "gamification." It doesn't matter if you are coming from inside or outside the industry. It seems to engage. Given that, alone that would already a big case for keeping that term. But let's not hasten the things, let me go through that step by step.

Recently Kris Duggan, co-founder and former CEO of Badgeville and gamification-evangelist (ok perhaps more "whatever-you-call-it-but-not-gamification"-evangelist) took up the torch to lead the latest rally against the term. Kris and others have certainly not one, but many good points when they talk about the initial reactions of corporate (and we only talk about "boring" enterprise) when they are confronted with that term. And I agree with many of them. And knowing Kris, who in the spirit of every innovator, needs to be convincing, smart, and sometimes a little bit of a prankster, is certainly one of the best minds to open that topics for an honest discussion.

But my take is the following: Get over it. The train left the station. This era and concept will be know as the gamification age. Don't get me wrong. I don't say that to defend the word. I haven't coined it. When I learned about it in Summer 2010, I found only 500 search results on Google. I wasn't sure if this is even the right word of what I was looking for, but I think I grasped that this may be important. I kept noticing it popping up more and more often in the months to follow.

Here is the thing: I hate the term gamification AND I do like it a lot.
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Meaning (and not only money) makes us feel good at work PDF Print E-mail
Written by Mario Herger   
Thursday, 09 May 2013 22:20

Dan Ariely, professor at Duke University, did some experiments, testing the hypothesis of meaning and what makes us feel good about work. Contrary to popular belief, it's not money or even joy that makes us love work, but meaning. In two experiments (and one anecdote) Dan Ariely shows the effect of meaning to the outcome.

 

Example 1 – Lego Bionicle

Participants were given Lego-pieces to build Bionicle figures. For the first Bionicle, the participants were given $3. For the second $2.70, the third $2.10, the fourth $1.80 and son. This process was repeated until the participants refused to continue making new Bionicles. The participants were split into two groups. Whenever participants in the first group handed over the finished figure, the experimenter took it, put it in a place, and handed the participants new Lego-pieces to make the next one.

When the second group handed over their first Bionicle, they were also given new Lego pieces, but at the same time the experimenter started disassembling the first Bionicle in front of the participants. When the second Bionicle was done and handed over, the experimenter returned the Lego pieces of the first Bionicle to the participant and started immediately to disassemble the second Bionicle.

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Employee Motivation Is about Progress and Achievement, Not Competition and Winning PDF Print E-mail
Written by Melissa Visintin   
Tuesday, 07 May 2013 00:08

CompetitionDe-Bunking the Myth of Competitive Game Mechanics in the Enterprise

I get this question a lot, and I re-direct game mechanics strategies away from competition more times that I’d like to count. Competition has no place in the enterprise. It will never motivate employees. It will never foster collaboration. It will never help people learn new skills.
 
Ever.

When I was a kid, my mom used to say, “Stop worrying about what everyone else is doing and focus on yourself.” This is advice I bet a lot of us have heard as children, and it’s just a way of saying: life is not a contest. It’s not about being the best. It’s about being YOUR best. It’s about being recognized for YOUR accomplishments, whatever that may be. You don’t have to have the same accomplishments as everyone else. There will always be someone better at something than you, and someone who will be worse at something than you. When you compare yourself to someone else, you are less happy.

Imagine seeing a job description that says:
 
Requirements include competing among your colleagues to be Number One! Crush your peers by being singled out as The Best – all in a public forum!

Would you even apply for that job? Now, on top of everything else you have to do at work, you also have to be better than your colleagues in a very public way.

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On Competition and Gamification Gurus PDF Print E-mail
Written by Mario Herger   
Thursday, 02 May 2013 17:36

Gamification GurusIt may come as no surprise that people working in the gamification space like a challenge. And what other industry than that one needs to apply the very same game design components to have a little fun? This is what Toby Beresford does with his monthly updated gamification guru list, and which he uses to showcase his Leaderboarded gamification technology.

In the two years that Toby has compiled the list, using different criteria to rank the gamification gurus, mostly Gabe Zichermann – the man behind the GSummit and Gamification.co – has been dominating (with a short early stint by Jane McGonigal, who anyways considers herself a game-, but not a gamification-designer).

Anyways, April 2013 is the first time that I unseated Gabe Zichermann from the top spot. What a day! I had aimed for #2, but #1 is a sensation. Now of course, this is a little competition, and we need to understand what competition means, what types of competition are there, when it works, and how winners and losers react.

The Wikipedia defines competition as follows:

Competition in ecology and sociology is a contest between individuals and entities for territory, a niche, or a location of resources, for resources and goods, for prestige, recognition, awards, mates, or group or social status, for leadership. It is the opposite of cooperation.

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