Foldit - Gamification
1 Rather than just building a useful science tool, the developers of Foldit focused on designing a program that adopted the
concept of gamification; the aim was to make the program more appealing and engaging to a public audience, in order to attract more people to the cause of
protein folding. This was especially true for those people that did not have a scientific education or background.
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Gamification
1 'Gamification' is the use of game thinking and game mechanics in non-
game contexts to engage users in solving problems. Gamification is
used in applications and processes to improve Customer engagement|user engagement, Rate of return|return on investment, data quality, timeliness,
and learning.
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Gamification - techniques
1 Gamification techniques strive to leverage people's natural desires for competition, achievement, status,
self-expression, altruism, and closure.
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Gamification - techniques
1 A core gamification strategy is rewards for players who accomplish
desired tasks. Types of rewards include points achievement badges
or levels, the filling of a progress bar, and providing the user with virtual
currency.
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Gamification - techniques
1 Competition is another element of games that can be used in
gamification. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to
compete.
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Gamification - techniques
1 Another approach to gamification is to make existing tasks feel more like games Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding
narrative.
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Gamification - Applications
1 In 2012, Freshdesk, a SaaS-based customer support product, integrated
gamification features, allowing agents to earn badges based on
performance.
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Gamification - Applications
1 For example, in August 2010, one site, DevHub, announced that they have increased the number of users
who completed their online tasks from 10% to 80% after adding
gamification elements
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Gamification - Applications
1 Gamification in ideation focuses on incentives. In the past, participants in a
brainstorming session have been incented in two ways: participants are rewarded based
on their individual contribution or participants are rewarded based on the
group’s collective output. Neither is ideal. Rewarding participants based only on the group’s collective output encourages free-
riding—all receive equal credit regardless of their level of participation.
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Gamification - Applications
1 The Khan Academy is an example of the use of gamification techniques in online education
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Gamification - Applications
1 Applications like Fitocracy and QUENTIQ use gamification to
encourage their users to exercise more effectively and improve their
overall health
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Gamification - Applications
1 Employee productivity is another problem that gamification has been used to tackle. RedCritter Tracker,
Playcall, and Arcaris are examples of management tools that use
gamification to improve productivity. Digital Brand Group is the first
company in India to fully gamify their work process to make their work
style more engaging and encouraging.
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Gamification - Applications
1 Research from the University of Bonn used gamification to increase wiki contributions by
62%.
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Gamification - Applications
1 Alix Levine, an American national security|security consultant, described gamification as some techniques that a number of extremist
websites such as Stormfront (website)|Stormfront and various terrorism-related sites used to build loyalty and participation. As an
example, Levine mentioned reputation scores. The Anti-Defamation League has noted that some terror groups, such as
Hezbollah, have created actual games to market their ideology to adolescents.
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Gamification - Applications
1 Microsoft has also announced plans to use gamification techniques for its Windows Phone 7 Operating System
design.
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Gamification - Applications
1 Recently, an Australian technology company called Wynbox has
recorded success in the application of its gamification engine to the hotel
booking process
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Gamification - History
1 A Forbes blogger also retroactively labelled Charles Coonradt, who in
1973 founded the consultancy [http://www.gameofwork.com The
Game of Work] and in 1984 wrote a book by the same name, as the
Grandfather of Gamification.
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Gamification - History
1 The term gamification first gained widespread usage in 2010, in a more specific
sense referring to incorporation of social/reward aspects of games into
software. The technique captured the attention of venture capitalists, one of whom
said he considered gamification the most promising area in gaming. Another observed that half of all companies seeking funding for consumer software applications mentioned
game design in their presentations.
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Gamification - History
1 Will Wright (game designer)|Will Wright, designer of the 1989 Video Game SimCity (1989 Video Game)|
SimCity, was the keynote speaker at the gamification conference Gsummit
2013.
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Gamification - History
1 IActionable also launched a gamification platform aimed at integrating with
Salesforce.com.
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Gamification - History
1 Among established enterprise firms, SAP AG, IBM, EMC, CA, Slalom Consulting, Deloitte, Microsoft, LiveOps, RedCritter and other companies have started using
gamification in various applications and processes.
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Gamification - Legal restrictions
1 Through gamification's growing adoption and its nature as a data
aggregator, multiple legal restrictions may apply to gamification. Some
refer to the use of virtual currencies and virtual assets, data privacy laws and data protection, or labour laws.
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Gamification - Criticism
1 MIT Professor Kevin Slavin has described business research into
gamification as flawed and misleading for those unfamiliar with
gaming.
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Gamification - Criticism
1 Jane McGonigal has distanced her work from the label gamification,
listing rewards outside of gameplay as the central idea of gamification
and distinguishing game applications where the gameplay itself is the reward under the term gameful
design.
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Gabe Zichermann - Gamification
1 Although the term 'gamification' was coined by the founder of Bunchball, Rajat Paharia, Gabe Zichermann is
known as one of the concept's most vocal advocates.
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Gabe Zichermann - Gamification
1 He also posits that gamification could be taken to online banking,
charitable organizations, or any other industry
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Gabe Zichermann - Gamification
1 Zichermann describes business software utilizing gamification as
funware, remarking that even websites like Facebook and LinkedIn use some element of online reward
to prompt user interaction
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University of Waterloo Stratford Campus - Engage: UX + Gamification Research Lab
1 Located in the University of Waterloo Stratford Campus, the Engage Lab is
a digital media sandbox equipped with technology for exploration in UX
and gamification. It is a research area for students and faculty working
on various industry products that were created to inspire new ways to
enrich audience and user engagement.
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University of Waterloo Stratford Campus - Engage: UX + Gamification Research Lab
1 This interactive digital media lab features the latest equipment and technology
designed to encourage research, experimentation, prototype development and commercialization. It is open to local digital media entrepreneurs and industry
partners looking to explore new understandings in audience engagement.
[https://uwaterloo.ca/stratford-campus/research/engage-lab Engage: UX + Gamification
Research Lab]
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University of Waterloo Stratford Campus - Gamification 2013
1 There were academic research presentations, talks on gamification
implementation and commercialization, workshops, and
demonstrations of successful gamification
initiatives.[https://www.regonline.ca/builder/site/Default.aspx?
EventID=1217591 Gamification 2013: Gameful Design, Research,
and Applications Conference]https://store.theartofservice.com/the-gamification-toolkit-3665.html
Gamification of learning
1 In educational contexts, examples of desired student behaviour which
gamification can potentially influence include attending class, focusing on
meaningful learning tasks, and taking initiative.
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Gamification of learning
1 Distinguishable from Game Based Learning|game-based learning,
gamification of learning does not involve students in designing and creating their own games, or in
playing commercially produced video games
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Gamification of learning
1 is the creation of a gamification design document outlining the design of the game ...
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Gamification of learning - Game elements that can facilitate learning
1 Similarly, in learning contexts, the unique needs of each set of learners,
along with the specific learning objectives relevant to that context
must inform the combination of game elements to shape a
compelling gamification system that has the potential to motivate
learners.
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Gamification of learning - Benefits
1 Gamification initiatives in learning contexts acknowledge that large
numbers of school-aged children play video games, which shapes their
Identity (social science)|identity as people and as learners
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Gamification of learning - Benefits
1 Some of the potential benefits of successful gamification initiatives in the classroom
include:
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Gamification of learning - Application
1 The structure of a course or unit may be adapted in various ways to
incorporate elements of gamification; these adaptations can affect the role
of the student, the role of the teacher, and role of the learning
environment
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Gamification of learning - Application
1 For examples of teachers and schools who have implemented these
gamification strategies in various ways, see the following websites:
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Gamification of learning - History
1 It is difficult to pinpoint when gamification, in the strict sense of
the term, came to be used in educational contexts, although
examples shared online by classroom teachers begin appearing in 2010.
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Gamification of learning - Effectiveness
1 But quantitative analysis suggests that the cognitive impact of
gamification on students is not very significant
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Gamification of learning - Criticism
1 Gamification of learning has been criticized for its use of extrinsic motivators, which some teachers believe must be avoided since they
have the potential to decrease intrinsic motivation for learning. This idea is based on
research which emerged first in the early 1970s and has been recently made popular by Daniel H. Pink|Daniel Pink. Teachers may
not acknowledge that extrinsic motivators are already at work in a typical classroom, or they
may wish to minimize extrinsic motivation.
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Gamification of learning - Criticism
1 Some teachers may criticize gamification for taking a less than serious approach to
education
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Gamification of learning - Criticism
1 Educational scenarios which purport to be gamification, but only make use of progress mechanics such as
points, badges and leaderboards are particularly susceptible to such
criticism.
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