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Stephen Dale

Gamification: Engagement Strategies for Business and IT | Gartner - 0 views

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    "Gamification has emerged as a significant trend in recent years. Gamification uses game mechanics and game design techniques in non-gaming context - it's a powerful tool to engage employees, customers and the public to change behaviors, develop skills and drive innovation. Our Special Report evaluates the trends, how gamification is being applied in various industries and explores its future opportunities."
Stephen Dale

Some Key Lessons For Work Productivity Gamification | eReviewGuide.com - 0 views

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    "Gamification can turn otherwise unpleasant tasks like data analysis, setting through data, paying attention to specific code and other intense activities that can be quite tedious and boring and turn them into something fun. This is why Gamification is such a hot trend in technology because it can truly reinvent work."
Stephen Dale

Tapping into the Intangible: Qualifying the Psychology of Gamification - 0 views

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    Gamification expert Yu-Kai Chou has developed a framework that takes a human-centered approach to analyzing gaming strategies. This changes the focus to how the user interacts with the training program or business application as well as the rewards, gains or detriments that can occur. He created a framework called Octalysis, which can be used to assess and visually represent how well strategies are implemented based on core drives, which then fall into quadrants of deeper understanding.
Stephen Dale

How Gamification and Big Data are Driving Business Today - Salesforce Blog - 1 views

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    "By capturing the big data on user activity and using this data to create a more engaging experience, businesses can better engage and motivate employees. As many at Dreamforce 2013 learned, combining big data with gamification is a powerful tool for motivating better performance, driving business results, and generating a competitive advantage."
Stephen Dale

4 Ways Gamification Can Help Your Business - InformationWeek - 0 views

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    "Gamification, as research firm Forrester defines it, is "the insertion of game dynamics and mechanics into non-game activities to drive a desired behavior." To be successful, businesses need to engage their communities in ways that match business goals, whether that's by increasing communication with employees and customers, reducing support costs, or promoting a greater sense of community and recognition."
Stephen Dale

Playing with Gamification: Employee and Consumer Perspectives - 0 views

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    Why Gamification works for some organizations and not others.
Stephen Dale

Gartner Sticks to its Failing Gamification Prediction - 0 views

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    "A little more than a year ago, Gartner said gamification was being "driven by novelty and hype" and that by 2014, 80 percent of current gamified applications will "fail to meet business objectives primarily because of poor design.""
Stephen Dale

Three key rules of gamification of the workplace | GamesBeat | Games | by Dean Takahashi - 0 views

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    "Gamification is the process of applying game theory to everyday life - including business life."
Stephen Dale

It's All in the Game: Managing Partners Come to Grips with "Gamification" | Pamela Wold... - 0 views

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    "Gamification is a novel idea, and while the label itself may not endear itself to the nature of law, the concept is spot on: using the concept of games to drive user engagement and solve problems…If we as an industry can tap into [lawyers'] competitive nature to drive change…then we'll be in a better place."
Stephen Dale

Gartner Hype Cycles - Gamification - 2 views

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    Gamification still seen as 5-10 years out from its plateau, but also dangerously close to the Trough of Disillusionment.
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    We seem to be on the Slope of Enlightenment, which is a good thing? Phil - one for your Quarterly Workshop?
Stephen Dale

What is Gamification? | huzzah! a blog. - 0 views

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    "Simply put, it's the application of game attributes (prizes, points, achievement levels, etc.) to things that aren't outrightly seen as potential games."
Stephen Dale

Gamification in the Workplace | The Engagement Blog - HiSocial - 0 views

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    "The company of the future - and indeed the company of the present - needs new instruments to adapt to a changing reality. The new generation of digital natives is progressively being incorporated to the world of work. We are talking about a generation that has lived most of its life within the technological revolution that has occurred in the last two decades. It has connected people, who spend more time on the Internet than in front of the television and who have lived with the emergence of video games. It is not to judge whether that is good or bad, it's simply real and nothing will change it."
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    Looking at the HiSocial offering, I can't help but wonder about unintended consequences. The digital natives are savvy and will naturally find ways of 'gaming' the system. If you simple reward actions such as visiting intranet pages or 'downloading corporate material', you are in no way increasing the sum total knowledge, helping efficiency or decision making. What's needed is reward that stimulates participation and qualitative contribution, not just transactions.
Stephen Dale

Beyond Badges: Why Gamify? | Edutopia - 0 views

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    "Amy Jo Kim, Ph.D. is a leading consultant on gamification as a business model to increase customer engagement. She also holds a Ph.D. in behavioral psychology. In 2010, Kim reworked Bartle's Player Types Model. She replaced the "Killer" type with "Express" -- a much more business- and school-friendly descriptor! Completing the axis, "Compete" took the place of "Achiever," "Explore" replaced "Explorer," and "Collaborate" replaced "Cooperate.""
Gary Colet

Hot Topics: Serious Games - Eventbrite - 0 views

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    The inspiration for this first event on Serious Games comes from Jane McGonigal's TED talk on Serious Games, and David Helgason's declaration of the 'Year of Gamification'. The event will examine how games and games technologies are being brought into 'serious' areas, as well as how serious tasks are being made more game-like. There are three ways that games can be adopted by other sectors: * by generating positive side effects from gameplay; * by creating technology that can be reused; * and by increasing engagement with a problem or activity. Mary Matthews from Blitz Games Studios and Alex Fleetwood from Hide and Seek, will discuss future opportunities and the event will be chaired by Stian Westlake, Director of Policy & Research Unit, NESTA.
Stephen Dale

Why 'fungineering' your workplace won't work - 0 views

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    "Despite the sobering economic shocks of recent years, the Fun at Work movement seems irrepressible. Major companies boast of employing Chief Fun Officers or Happiness Engineers; corporations call upon a burgeoning industry of happiness consultants, who'll construct a Gross Happiness Index for your workplace, then advise you on ways to boost it."
Stephen Dale

NHS launches apocalypse-themed fitness app | Tech Runner - 0 views

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    "Six to Start was given a six-figure budget from the Government to build the game after winning a competition to design an app to combat obesity."
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