Gamification 101 @ Dallas Refresh

3630e959ab454fc41e9205f35efa0a55?s=47 jeremy
October 17, 2011
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Gamification 101 @ Dallas Refresh

Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work. See how these trends are effecting e-commerce, entertainment, and even non-profit organizations.

Jeremy will be presenting the latest trends and news around Gamification - updated from his Big Design presentation earlier this year.

3630e959ab454fc41e9205f35efa0a55?s=128

jeremy

October 17, 2011
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Transcript

  1. everything you needed to know about how games are saving

    changing the world Gamification 101
  2. ACHIEVEMENT UNLOCKED! 100G - Refresh Meet-Up!

  3. None
  4. JEREMY JOHNSON

  5. jeremyjohnson @

  6. GAMER DESIGNER How can I use gaming to make my

    product more engaging? I can’t wait for the next great gaming experience!
  7. GAMER I can’t wait for the next great gaming experience!

  8. MOBILE ARe YOU...

  9. CASUAL ARe YOU...

  10. AVID ARe YOU...

  11. DESIGNER How can I use gaming to make my product

    more engaging? (or anyone improving a product)
  12. “There’s a lot to learn from games. There are 30

    years of design lessons and thousands of products on the market. Games have more concrete lessons to teach application designers about learning, feedback, user motivation and social systems than almost other field of study.” http://www.lostgarden.com/2010/05/wordcamp-2010-why-we-turned-microsoft.html http://www.officelabs.com/projects/ribbonhero2/Pages/default.aspx - Danc http://www.ribbonhero.com http://www.lostgarden.com/2011/04/what-heck-happened-to-clippy-ribbon.html
  13. http://plagwitz.wordpress.com/2011/05/24/trying-excel-ribbon-hero-2/

  14. SXSW Seth Priebatsch said at the start of his keynote

    "Building a Game Layer on Top of the World,"
  15. Jane McGonigal

  16. Felicia Day

  17. http://www.slideshare.net/firewheel/where-are-we-going-sxsw-2011 Josh Williams

  18. None
  19. http://designmind.frogdesign.com/blog/achievement-unlocked-gaming-living-and-learning.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+frog-design-mind+%28design+mind%29

  20. gameful gamification game layer game mechanics gamestorming gameplay game theory

    TERMS? TOOLS? FOR UX gamify
  21. None
  22. None
  23. http://en.wikipedia.org/wiki/Hype_cycle YOU ARE HERE

  24. http://www.forrester.com/rb/teleconference/gamification_101_using_levers_of_engagement/q/id/8073/t/1

  25. Growing need for gamification skills Zichermann said organizations and individuals

    have increasingly requested formal training on gamification. He said the program will explore the basics of human motivation, segmenting player behavior and implementing features like leaderboards, achievements, challenges and rewards in a very agile way. A recent survey by Saatchi & Saatchi found that 83 percent of respondents were interested in working for a company that used gamification to motivate people. Zichermann expects there will be 10,000 gamification jobs created in the next decade. “If you build engagement, revenue flows. If you engage them well, legitimately, honestly and transparently, they will buy from you,” Zichermann said. “It turns out gamification is the best tool to get engagement.” http://gigaom.com/2011/08/09/want-to-be-a-gamification-expert-get-certified/
  26. http://gamification.co/2011/08/08/a-gamification-mba-for-the-win-at-wharton/ Beginning this fall, The Wharton School at the University

    of Pennsylvania will host the first ever MBA- course on gamification as it applies to business. A Gamification MBA?: “For the Win” at Wharton
  27. http://meta.gamify.com/

  28. How do I make boring stuff fun?

  29. gamification SEO HTML5 WEB 2.0 FLASH SOCIAL

  30. FIGHT “the use of game play mechanics for non-game applications,

    particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications.” “... [a] focus on: 1) more positive emotions, 2) stronger social relationships, 3) a bigger sense of purpose and 4) meaningful mastery - Jane McGonigal - Wikipedia gamification
  31. FIGHT extrinsic motivators intrinsic motivators gamification http://education.calumet.purdue.edu/vockell/edPsybook/Edpsy5/edpsy5_intrinsic.htm “extrinsic motivators may

    lead to merely short-range activity while actually reducing long- range interest in a topic” “People are best motivated when they are working toward personally meaningful goals whose attainment requires activity at a continuously optimal (intermediate) level of difficulty.”
  32. FIGHT gamification

  33. http://www.amazon.com/Seductive-Interaction-Design-Effective-Experiences/dp/0321725522/ ELEMENTS OF GAME DESIGN MODEL

  34. https://twitter.com/#!/stephenanderson/status/90861107983556608

  35. http://www.uxmag.com/design/a-gamification-framework-for-interaction-designers

  36. 1.Cosmetic: adding game-like visual elements or copy (usually visual design

    or copy driven) 2.Accessory: wedging in easy-to-add-on game elements, such as badges or adjacent products (usually marketing driven) 3.Integrated: more subtle, deeply integrated elements like % complete (usually interaction design driven) 4.Basis: making the entire offering a game (usually product driven) - AUDREY CRANE http://www.uxmag.com/design/a-gamification-framework-for-interaction-designers
  37. None
  38. http://www.uxmag.com/design/why-persuasive-design-should-be-your-next-skill-set

  39. “Foursquare, Gowalla, and other services popularized the use of game

    mechanics to drive user engagement. Unfortunately, many companies have strictly copied the obvious game elements, such as badges and leveling-up, without understanding the deeper psychology at work. These services have seen the power of persuasive design, but lack a true understanding of how to properly apply psychology in UX design.” http://www.uxmag.com/design/why-persuasive-design-should-be-your-next-skill-set - LOREN BAXTER
  40. FLOW FEEDBACK LOOPS MOTIVATION

  41. http://www.slideshare.net/stephenpa/seductive-interactions-idea-09-version

  42. “I like leader boards!” “I like points!” “I like badges!”

    “I enjoy status” “I respond to feedback loops” “I like to feel I’m achieving something” Tie the tool/method back to the human need.
  43. http://www.amazon.com/dp/0321603605/ref=cm_sw_su_dp

  44. http://www.flickr.com/photos/valkyrieh116/311526846/sizes/z/in/photostream/ RABBIT HOLE

  45. GAMER DESIGNER + = #WIN

  46. http://www.flickr.com/photos/75912427@N00/228959574/ TM

  47. GAMING COMMERCE IMPROVEMENT ENTERTAINMENT

  48. GAMING COMMERCE IMPROVEMENT ENTERTAINMENT

  49. None
  50. GAMING COMMERCE IMPROVEMENT ENTERTAINMENT

  51. http://www.flickr.com/photos/77343377@N00/3707964045/

  52. GAMING COMMERCE IMPROVEMENT ENTERTAINMENT

  53. None
  54. ENTERTAINMENT TRENDS IN ENTERTAINMENT GAMING

  55. “Grand Theft Auto IV is both a waste of time

    and the most colossal creative achievement of the last 25 years” - Tom Bissell
  56. The commercial gaming industry is our innovation lab. By making

    games purely for entertainment, we learn more about how to make people happy and how to develop these superpowers. But if you don’t do something real with these powers, it’s a waste. http://www.worldchanging.com/archives/010949.html - Jane McGonigal
  57. DESIGNER GAMING = BIG

  58. http://gamingbolt.com/a-brief-history-of-casual-gaming-infographic

  59. $31.8 billion http://articles.latimes.com/2011/feb/24/business/la-fi-0224-ct-mpaa-stats-20110224 $67 billion http://news.cnet.com/8301-13506_3-20077120-17/video-game-spending-set-to-hit-$74-billion-this-year/?part=rss&tag=feed&subj=Webware&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+webware+%28Webware.com%29 Video Games 2011 Movies

    2011 Various reasons have been cited for the slowdown, including the fact that consumers have far more entertainment options, such as video games, the Internet and the ability to watch movies on large screen televisions in the comfort of their own living rooms.
  60. I think video games and movies are merging, but I

    think that the same creative talents are starting to flow more evenly back and forth between the mediums. For example, I have a lot of story ideas...a lot more than I could ever do in a lifetime as a filmmaker. I think it's perfectly valid for a filmmaker to incubate some of their story ideas directly into the game world. If, by the way, at some point you decide you want to license it back to a movie studio to turn it into a movie later, fine. That's just an alternate life cycle for the creation of vision of the world, or a set of characters, or a story. http://www.edition.cnn.com/2011/TECH/gaming.gadgets/06/24/james.cameron.3d.future/index.html
  61. Video Games are people too

  62. The court struck down the law 7-2 using the First

    Amendment as the reasoning. Justice Scalia wrote the majority opinion, with Justices Thomas and Breyer in dissent. "The act does not comport with the First Amendment," opens the opinion's syllabus. "Video games qualify for First Amendment protection. Like protected books, plays, and movies, they communicate ideas through familiar literary devices and features distinctive to the medium. And 'the basic principles of freedom of speech . . . do not vary' with a new and different communication medium." http://www.gameinformer.com/b/news/archive/2011/06/27/supreme-court-decides-video-games-case.aspx
  63. None
  64. You know what’s cool...

  65. EA Paying Up To $1.3 Billion for PopCap Games $1.3

    Billion http://www.macrumors.com/2011/07/12/ea-paying-up-to-1-3-billion-for-popcap-games/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+MacRumors-iPhone+%28MacRumors+iPhone+Blog%3A+iOS+News+and+Rumors%29 The press release notes that PopCap games have been downloaded more than 1.5 billion times and Bejeweled, the flagship franchise, has sold more than 50 million units.
  66. How to Justify a $15-20 Billion Valuation for http://community.nasdaq.com/News/2011-07/how-to-justify-a-1520-billion-valuation-for-zynga.aspx?storyid=83606 (in

    4.5 years)
  67. None
  68. Never before have our hearts received news with such confusion:

    In a recent interview with IGN, Toy Storywriters Alec Sokolow and Joel Cohen hinted at their next project: A movie adaptation of Zynga's Farmville franchise. "We're in conversations with Zynga to do something with one of their brands," they teased. "Can't really say too much on that front yet, but 'Old MacDonald' didn't have a factory, if you get our drift." http://www.joystiq.com/2011/10/08/oh-god-theyre-probably-making-a-farmville-movie/
  69. None
  70. It’s what the kids are downloading

  71. “...and “Games” was once again the most popular app category.

    In the second quarter, 64% of app downloaders — smartphone users surveyed who had downloaded an app within the past 30 days — reported having downloaded at least one game over the past 30 days” http://www.bgr.com/2011/07/06/games-were-most-downloaded-and-most-purchased-mobile-apps-in-q2-nielsen-finds/
  72. The next version of Electronic Arts’ mobile Scrabble game will

    let players compete against each other across multiple devices and platforms — at the same time. http://venturebeat.com/2011/07/07/ea-scrabble-fifa-multiplayer/
  73. Up and Coming http://www.flickr.com/photos/davidfarrant/2491881324/sizes/o/in/photostream/

  74. OnLive http://www.onlive.com/

  75. http://www.youtube.com/watch?v=zpFzpF0msrU

  76. PS VITA http://us.playstation.com/psvita/features/

  77. http://www.youtube.com/watch?v=Ni--QnZkRnw

  78. Wii U http://www.youtube.com/watch?v=4e3qaPg_keg

  79. http://www.youtube.com/watch?v=4e3qaPg_keg

  80. According to Insideris, Microsoft is working on plans to bring

    Xbox 360 gaming to its next PC operating system: Windows 8. Apparently, users who want to play Xbox 360 games on their PC will have to pay for a subscription (Xbox Live style) and there will be no Xbox 360 to PC cross-platform multiplayer because of the advantage that a mouse has over a 360 gamepad. http://dvice.com/archives/2011/07/windows-8-pcs-m.php Windows 8
  81. http://www.boingboing.net/2011/07/12/watch-these-kids-pla.html What’s Next?

  82. http://www.boingboing.net/2011/07/12/watch-these-kids-pla.html

  83. http://laughingsquid.com/indie-game-a-documentary-about-independent-video-game-designers/ Inside the head of a game developer

  84. http://laughingsquid.com/indie-game-a-documentary-about-independent-video-game-designers/

  85. Improvement TRENDS IN IMPROVEMENT GAMING

  86. http://kotaku.com/5818096/maybe-al-gore-should-play-a-video-game "It's almost like if you were a paper- airplane

    maker and somebody came up to you and said, 'You know, paper airplanes, it seems like all the kids are into them at school these days. So we really want to make paper airplanes about Darfur.'" - Raph Koster Games For Change
  87. http://gamesforchange.org/festival2011/

  88. http://www.flickr.com/photos/gamesforchange/5863263009/in/photostream

  89. Can a game on climate change really produce the real

    life results we need to see to turn things around? http://www.huffingtonpost.com/charles-tsai/al-gore-games-social-good_b_881017.html
  90. Changing the world http://www.slideshare.net/chrismcclelland/engagement-through-gamification

  91. Reality Is Broken: Why Games Make Us Better and How

    They Can Change the World Games inspire hard work, the setting of ambitious goals, learning from and even enjoying failure, and coming together with others for a common goal. McGonigal points out many real-world applications, including encouraging students to seek out secret assignments, setting up household chores as a challenge, even a 2009 game created by The Guardian to help uncover the excessive expenses of members of Parliament. With so many people playing games, this comprehensive, engaging study is an essential read. http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/1594202850/ http://venturebeat.com/2011/02/16/are-video-games-a-waste-of-time-3
  92. http://www.colbertnation.com/the-colbert-report-videos/373360/february-03-2011/jane-mcgonigal

  93. The challenge for all these teams is integrating the United

    Nations Millennial Development goals into their games while keeping them fun. The easiest path is to educate about world problems. But that’s not the only path represented here. http://www.wired.com/geekdad/2011/07/mobile-games-with-a-purpose-at-the-2011-imagine-cup/
  94. “... Hilomi rescues oil-covered animals and delivers them to a

    creature that can clean and restore them.”
  95. “...their game Brainergy, requires the user to select and use

    various equipment to convert renewal energy sources to perform work.”
  96. “If you’ve ever known a child with asthma, you know

    the chore it can be for that child to record assessment data using a spirometer to measure lung capacity. Players control Asmo’s fire by exhaling into the spirometer. This gathers the data on the child’s lung capacity and maps that to how well their dragon performs.”
  97. A big shoutout goes to FarmVille players, who raised over

    $190,000 through the latest Sweet Seeds for Haiti campaign! More than 80,000 FarmVille farmers bought virtual sweet yams, in which 50% of the proceeds will go towards building a K-12 school in Mirebalais, Haiti. http://www.zynga.org/about/blog.php
  98. Tinkatolli May Be the First Video Game that Gives Your

    Kids Points for Leaving the Game to Go Outside The title is a social media site/game hybrid for children, but one that actively encourages children to go outside and make things as an extension of the gameplay. http://kotaku.com/5818749/tinkatolli-may-be-the-first-video-game-that-gives-your-kids-points-for-leaving-the-game-to-go-outside
  99. http://www.kickstarter.com/projects/tinkatolli/tinkatolli-the-unbelievably-creative-virtual-world

  100. http://ideeeas.com/

  101. Equipped with an iPhone + the Commons app, players are

    challenged to identify problems in urban space and suggest ways to improve them. Players can vote for each other's ideas and the most popular one wins the game. http://www.guerrilla-innovation.com/archives/2011/07/000801.php
  102. http://current.com/users/ZiggyStrange/submissions.htm

  103. http://fold.it/portal/

  104. http://88proof.com/synthetic_biology/blog/archives/250 Play Fold.it, the “Tetris-On-Steroids” game that solves protein folding

  105. We always knew gamers had serious smarts, but now the

    rest of the world knows it, too. Gamers have been listed alongside scientists as responsible for cracking the code of how an enzyme of an AIDS-like virus is put together. http://dvice.com/archives/2011/09/we-always-knew.php
  106. “...his time it is the 40,000 registered users of the

    game Planet Hunters who have identified 69 potential new planets and two very strong candidate planets outside the Earth's solar system. We think we see a new trend in the making.” http://www.planethunters.org/ http://dvice.com/archives/2011/10/gamers-are-at-i.php
  107. http://www.wired.com/magazine/2011/06/ff_feedbackloop/ “A modified traffic sign can have a profound effect

    on drivers’ behavior. Here’s what happens.”
  108. https://www.readyforzero.com/overview/howitworks

  109. Living Healthy http://www.flickr.com/photos/14838182@N00/479222383/

  110. http://feedproxy.google.com/~r/TheNextWeb/~3/c9UsEg0HiOw/ http://www.youtube.com/watch?v=nlwNvCEFL8A&feature=player_embedded

  111. Are you ready for the challenge? Expand your palate by

    exploring a range of delicious, nutrient-dense foods. Learn more about healthy eating and start a conversation with your social networks about your mission to better health. • Complete steps of varying difficulty and earn badges through fun and educational Missions. • Get simple, practical advice on cooking, nutrition, green living, food storage and more. Save your favorites for easy reference. • Keep track of your accomplishments and brag about them via email, Facebook, and Twitter. http://www.wholefoodsmarket.com/iphone/missions/
  112. None
  113. None
  114. The game allows players to complete specific “missions” that encourage

    exercise and healthy activities. Successful completion of the missions earns players points and “kudos” from fellow players and Facebook friends. http://gamification.com/post/7196054646/healthseeker-a-mobile-app-to-manage-diabetes-with
  115. None
  116. Going Green http://www.flickr.com/photos/matthewfch/536763437/sizes/z/in/photostream/

  117. http://www.core77.com/blog/featured_items/tools_of_engagement_the_new_practice_of_usercentered_design_by_robert_fabricant_13907.asp

  118. http://gamification.co/2011/07/05/recycleban-partnership-in-gaming-for-good/ “Recyclebank’s Green Your Home Challenge was successful in employing

    Gamification techniques online to have an impact on offline behavior, specifically the level of eco-friendly activity of participants...”
  119. http://www.stainlessplanet.com/?p=135

  120. “Welectricity is based on principles of behavioural economics – it

    incorporates behavioural nudges to motivate people to reduce their consumption.” http://www.caribbean360.com/index.php/pr360/40768.html#axzz1RjkvmPeC
  121. http://www.stainlessplanet.com/?p=86 Basically, Edenbee will help you reduce your carbon footprint

    by keeping track of your energy consumption and setting goals to help you reduce it. (from 2008)
  122. None
  123. http://vimeo.com/22023369

  124. None
  125. Learning the unfun http://www.flickr.com/photos/latitudes/542716309/sizes/o/in/photostream/

  126. “Playing a game is a voluntary attempt to overcome unnecessary

    obstacles” - Bernard Suits
  127. “Playing a game is a good attempt to overcome boring

    obstacles”
  128. PrivacyVille goes through items such as how Zynga handles email,

    the company’s mobile policies and the security measures it takes to protect user payments. Reading each section increases a user’s progress through PrivacyVille until he or she completes the tutorial. Once completed, the user is asked five (very easy) questions to confirm that he or she went through the tutorial. http://mashable.com/2011/07/07/privacyville-zynga
  129. Atlanta Teacher Uses Angry Birds for Physics Lessons "What are

    the laws of physics in the Angry Birds world?" John Burk, a ninth-grade physics teacher at the private Westminster Schools in Atlanta, put that question to his students and gave them the chance to "be among the first to find the answer." http://www.good.is/post/atlanta-teacher-uses-angry-birds-for-physics-lessons
  130. http://www.icivics.org/

  131. http://www.aclu-wa.org/blog/justice-sandra-day-oconnor-wants-play-video-games-you

  132. None
  133. None
  134. None
  135. Commerce

  136. Susan Lyne, CEO of Gilt Groupe, identifies #gamification and game

    dynamics as one of the three key trends in the online retail industry. http://gamification.com/post/6844746146/susan-lyne-ceo-of-gilt-groupe-identifies
  137. If people are good only because they fear punishment, and

    hope for reward, then we are a sorry lot indeed. -Albert Einstein
  138. None
  139. Punchd, which is basically the digital equivalent of the “Buy

    10 get 1 Free Card” offered by coffee shops and supermarkets, http://feedproxy.google.com/~r/Techcrunch/~3/lRSfdIfK5s8/ Google To Buy Mobile Loyalty Card Startup Punchd
  140. Foursquare checks in with over half a million businesses Once

    they do so, they can offer specials, update venue information and gain useful insights on check-in data, such as popular days and times. Best of all, it’s free. http://venturebeat.com/2011/07/06/foursquare-checks-in-with-over-half-a-million-businesses
  141. None
  142. 36. Reinforcer Definition: The reward given if the expected action

    is carried out in the three part paradigm of reward schedules. Example: receiving a level up after killing 10 orcs. 17. Epic Meaning Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves. Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings. http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
  143. http://bigdeal.com/

  144. None
  145. None
  146. None
  147. http://www.springwise.com/tourism_travel/marriottgame/ At My Marriott Hotel on Facebook, gamers begin by

    managing a virtual hotel restaurant kitchen, including buying equipment and ingredients on a budget, hiring and training employees, and serving guests. Much like in the wildly popular Farmville game, players earn points for happy customers but lose points for poor service; they’re also rewarded when their operation turns a profit.
  148. None
  149. None
  150. Traxo, a Dallas-based company that enables you to organize and

    share your trip-itinerary details, has done just that with the recent introduction of its Traxo Travel Score and accompanying Traxo Travel Perks program. http://www.usatoday.com/travel/digitaltraveler/2011-07-11-traxo-travel-score_N.htm?POE=TRVISVA http://www.traxo.com/travelscore
  151. On Google News, the average reader of political news has

    read 20 articles about politics in the last six months. Where do you stand? Starting today, in the U.S. edition of Google News, you can see how voracious a news reader you are by earning Google News badges as you read articles about your favorite topics. The more you read, the higher level badge you’ll receive, starting with Bronze, then moving up the ladder to Silver, Gold, Platinum and finally, Ultimate. http://googlenewsblog.blogspot.com/2011/07/shareable-google-news-badges-for-your.html
  152. At this year’s Gamification Summit in January, Wanda Meloni, analyst

    at M2 Research, estimated that the production of gamification projects will generate $1.6 billion in revenues by 2015. That means it will grow from just 3 percent of social media marketing budgets in 2010 to more than 23 percent by 2015. The average growth rate for the next two years is 150 percent, in terms of revenues. Gartner also predicts that gamification will be a huge wave as big brands embrace it. http://venturebeat.com/2011/07/01/gigya-launches-gamification-suite-for-making-web-sites-more-fun-exclusive/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Venturebeat+%28VentureBeat%29
  153. We’ll do that for you...

  154. “Game mechanics is designed to reward users for performing actions

    that benefit your business.” http://www.gigya.com/platform/GameMechanics.aspx
  155. http://www.bigdoor.com

  156. None
  157. http://www.bunchball.com

  158. Gamification Heats Up With $12M Round for Badgeville http://gamification.co/2011/07/13/gamification-heats-up-with-12m-round-for-badgeville/

  159. Culture

  160. http://www.pocket-lint.com/news/40923/ion-icade-ipad-hands-on

  161. http://www.threadless.com/product/2974/Classic_Gamer/tab,girls/style,design

  162. http://www.threadless.com/product/2210/Endless_Forms_Most_Battleful/?streetteam=JustinRampage

  163. http://mrhipp.tumblr.com/post/7386319120

  164. http://shirtoid.com/41227/its-dangerous-to-go-alone/

  165. http://saladmissle.tumblr.com/post/6622586083

  166. http://kaijuu.tumblr.com/post/6690358369

  167. http://www.threadless.com/submission/343106/Keep_Calm_and_RAGE_QUIT?streetteam=JustinRampage

  168. http://geekleetist.com/?p=4601

  169. http://27.media.tumblr.com/tumblr_lfhnqnWRvJ1qcr7fqo1_500.gif

  170. Not enough?

  171. Extra Lives: Why Video Games Matter Total Engagement: Using Games

    and Virtual Worlds to Change the Way People Work and Businesses Compete Reality Is Broken: Why Games Make Us Better and How They Can Change the World Fun Inc.: Why Gaming Will Dominate the Twenty-First Century Changing the Game: How Video Games Are Transforming the Future of Business Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture LOCAL FAVORITE 1001 Video Games You Must Play Before You Die Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences LOCAL FAVORITE Game Usability: Advancing the Player Experience Ethnographies of the Videogame The Grasshopper: Games, Life and Utopia
  172. http://gamification.com/post/7975752632/playgen-has-just-released-a-set-of-gamification

  173. http://www.slideshare.net/chrismcclelland/engagement-through-gamification http://www.slideshare.net/stephenpa/seductive-interactions-idea-09-version http://www.slideshare.net/dansaffer/gaming-the-web-using-the-structure-of-games-to-design-better-web-apps http://www.slideshare.net/dings/dont-play-games-with-me-promises-and-pitfalls-of-gameful-design?from=ss_embed http://www.slideshare.net/dings/persuasive-web-design-how-to-separate-users-from-their-bad-behaviours Other Presentations to check out:

    http://www.slideshare.net/FunChange/fun-for-a-change
  174. DESIGNER How can I use gaming to make my product

    more engaging? (or anyone improving a product)
  175. THANKS http://www.slideshare.net/jeremy http://www.jeremyjohnsononline.com @jeremyjohnson