Monday, November 14, 2011

Gamification as Important as Facebook, eBay or Amazon

Talk about hype! Thanks Gartner.

Who loves trend report Memeburn besides meme? Good coverage on Gartner's reckoning -- that by 2014, more than 70% of the Forbes’ major companies will have at least one “gamified” application.

The research company says that although the current “success” of gamification is largely driven by novelty and hype, it is positioned to become a “highly significant trend” over the next five years.
Gamification is the use of game design techniques and mechanics to solve problems, motivate people and engage audiences.

Typically gamification applies to non-game sites and applications in order to encourage users to adopt them. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviours, by showing a path to “mastery” and “autonomy”, and by taking advantage of humans’ psychological predisposition to engage in games.

Gamification can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, filling out tax forms, or reading web sites. “Gamification aims to inspire deeper, more engaged relationships and to change behaviour, but it needs to be implemented thoughtfully,” said Brian Burke, research vice president at Gartner. “Most attempts at gamification currently miss the mark, but successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous.”

For a gamified application truly to engage its audience, three key ingredients must be present and correctly positioned: motivation, momentum and meaning (collectively known as “M³”).

According to Burke: “The vast majority of gamified applications today lack or misplace at least one of these ingredients, which means gamified applications run the risk of falling into disuse, once their novelty wears off.”

Motivation is inspired by most of today’s gamified applications primarily by offering extrinsic rewards and/or weak intrinsic rewards to direct behavioural changes. Extrinsic motivation comes from outside an individual and is inspired by rewards such as money and grades. Intrinsic motivation exists within an individual and derives from that person’s interest in, or enjoyment of, the task.
“Framing the right motivations is an important consideration when designing gamified applications,” said Burke. “It’s essential to use the right mix of intrinsic and extrinsic motivators, combined with appropriate player relationships — competitive or collaborative.”

Momentum depends on sustained engagement. In gaming, momentum is achieved by balancing the difficulty of the challenges presented with the skill levels of the players. If players find challenges too easy, they will soon get bored. On the other hand, if challenges are too difficult, players will become frustrated. Gamified applications need to engage players quickly and maintain their engagement through deft use of game mechanics such as challenges, rules, chance, rewards and levels.

Meaning is about serving a larger purpose. To succeed, gamified applications must provide rewards that are meaningful to the participants. Different people will find different rewards and incentives meaningful, but many will value opportunities to help charities through donations, lose weight, master a specific skill or achieve a significant task.

“Gamification could become as important as Facebook, eBay or Amazon,” said Burke. “During 2012, 20 per cent of Global 2000 organisations will deploy a gamified application. IT leaders must start exploring opportunities to use gamification to increase engagement with customers and employees, with the aim of deploying a gamified application next year. Understanding how to apply game mechanics to motivate positive behavioural change is critical to success.”





Monday, November 7, 2011

Think Outside the Box, With Games

The next time that your department needs to come up with the innovative solution that will bring prominence to the company, make a bee-line for your local Gamestop and pick up a videogame. In a recent research study conducted at the Michigan State University's Children and Technology Project, about 500 12-year-olds in Michigan were tested to determine the effect of games on creativity. The results? Children who play video games are more creative.


The children were given creative thinking tests – shown a drawing and asked to expand on it or comment on what it means – and then asked about their use of cell phones, computers, the Internet and video games. With video games was there a correlation to creativity, the researchers say, and that was true for boys and girls, and across all races.


"Not only are (video games) not all bad, there's some 'intellectual' good to be found in playing them," says the project's lead investigator Linda Jackson, a professor of psychology at Michigan State.






Thursday, October 27, 2011

Do You Understand Gamification?

The big buzz word in the world of marketing in recent months has been ‘Gamification.’ It’s all the rage at conferences spanning several industries; from Game Development (obviously) to HR and even to Education. Of course you can’t leave out gamification’s very own, annual Gamification Summit. Companies around the world want to know all the secrets to this somewhat new niche. They want to know how to apply game tactics to their business model to ultimately increase profit.

The question you have to ask with a concept so new is, does anyone really understand gamification?

At the digital marketing conference ad:tech London 2011 last month, Upstream Group administered a survey to gauge the waters of corporate reception of gamification. Their findings indicated that 78% of marketers believe that consumers are more likely to respond to game-based marketing mechanics, but just 27% have used gamification tactics in their campaigns.

As could be assumed with such a new and radical concept, the survey found that 66% of marketers did not fully comprehend the term gamification. What these marketers don’t realize however, is that the use of game mechanics has been around for many, many years. According to the definition of gamification, it is the use of game design techniques and mechanics to solve problems and engage audiences. Basically put, turning any life task into a game to make it for interesting.
Take AXA Equitable for example, they just unveiled their new game Pass It On! at the 2011 Gamification Summit that does the difficult task of teaching consumers about the boring topic of life insurance. By taking the message and turning it into a fun and engaging game and also offering cash sweepstakes, the game has already been a huge success.






Monday, October 24, 2011

A Look to the Future with Facial Monitoring Technology

Will facial monitoring technology be the new frontier for game design? With the technology from London based, Realeyes, companies can now predict and track what consumers are thinking simply by scanning their facial features. The concepts behind this technology have been utilized extensively by advertising firms in the past; filming and studying study participants in artificial settings. Realeyes hopes that they can be able to collect similar consumer data in a real-world setting in real-time.

Mihkel Jäätma, who founded the company in 2007, says that his system is able to gauge a person’s mood by plotting the position of facial features, such as eyebrows, mouth and nostrils, and employing clever algorithms to interpret changes in their alignment. Eye-movement tracking hints at which display ads were overlooked and which were studied for any period of time. The approach offers precisely the sort of quantitative data brand managers yearn for.

The technology would be an unparalleled asset to the games industry, for both recreational games and serious games.

Realeyes has been working with Kaplan, an educational-services company, on a project in Hungary which is using the system to measure how children respond to virtual games that teach them English. The hope is that by studying the emotional expressions in the children, the type of tasks and the characters that appear in them can be made more engaging.

The technology would make computer games more engaging, too. The technology would make computer games more engaging, too. At Sony, they believe that reading players’ emotions with webcams would let software pick up on their subconscious behavior and change the game in ways that would enhance the experience.

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Friday, October 21, 2011

Apps Become Medical Tools

The next time you visit the doctor for an MRI or X-Ray, don’t be surprised if the doctor doesn’t place your scans on the big backlight display to counsel you with. Instead they just might in take out their smartphone or their tablet to pull up your scan results.

Recently, the F.D.A. has cleared a handful of medical apps for diagnostic use. Among them is Mobile MIM, which allows physicians to examine scans and to make diagnoses based on MRIs, computed tomography and other technologies if they are away from their workstations. The app comes in two versions: Mobile MIM, for physicians, and VueMe, for patients; both of which are free.

Dr. Patrick J. Gagnon, a radiation oncologist, says the app will also be useful in providing physicians at other hospitals rapid access to the images for immediate decisions. These apps make it more convenient for patients who wish to seek secondary diagnoses and treatment options.