Go to: THE GAME OF LIFE
I am late to, or recent onto the “Gamification” business and enterprise modeling scene.
A month ago I read a magazine report [see: I was Hooked when You Said No] about Luis von Ahn, Human Computation specialist, and his joint project with Carnegie Mellon University’s School of Computer Science, referred to as GWAP (‘Games With A Purpose’).
I would have not investigated it further if not for a young man, and now new found friend, Chris, had not commented on my post and shared his gamification blog.
Chris is energetic with enthusiasm and expressive creativity with his many projects.
Because of this social interaction I researched “Gamification” more.
PLEASE VISIT:
We Don’t Need No Stinkin’ Badges:
How to Re-invent Reality Without Gamification
.
http://www.gdcvault.com/play/1014576/We-Don-t-Need-No
- “Defining Gamification – A Service Marketing Perspective”.
- “Framework for Designing and Evaluating Game Achievements”.
- “Idea Generation, Creativity, and Incentives”.
- “Dynamic self-moderation in a corporate wiki to improve participation and contribution quality”.
- “Soviet and American precursors to the gamification of work”.
- “Virtual Currency Schemes”. European Central Bank. Oct., 2012.
- Criticism:
https://en.wikipedia.org/wiki/Gamification#Criticism
The enthusiasm for gamification among its proponents has met with a critical response from a portion of the games community. University of Hamburg researcher Sebastian Deterding has characterised the current popular strategies for gamification as not being fun and creating an artificial sense of achievement. He also says that gamification can encourage unintended behaviours.[72] Game designers like Jon Radoff and Margaret Robertson have also criticised gamification as excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics.[73][74] MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming.[75]Gamification as a term has also been criticised. Ian Bogost has referred to the term as a marketing fad and suggested “exploitationware” as a more suitable name for the games used in marketing.[76] He has also suggested that gamification is just an extension of existing ideas in marketing like loyalty programmes.[77] 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“.[78]. - McGonigal, Jane. “How To Reinvent Reality Without Gamification”. GDC.
Jane McGonigal: Gaming can make a better world
What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
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THE GAME OF LIFE
Many have expressed life as a game, or life should be enjoyed as a adventurous journey…
Now software is facing the task of having:
More the SPIRIT of Fun Gaming, and not just a few mechanical element(s) of Fun Gaming.
“Leveling up”, “achievement badges”, and “skill points” are merely a few elements of games.
Having the user enjoy problem solving and excitedly sharing with friends and strangers the fun problem solving software is the more meaningful objective.
The users themselves will begin to alter and shape a enthusiastic community around the fun “real-life” problem solving software.
The People of Earth in most, if not all, endeavors face opposition and/or limits from institutions, beliefs, customs/tradition, and the current money meme (see Governments Manage Human Resources as Corporate Slave-Farms).
Be aware that CREATIVITY and FREEDOM as an innate ability within the People of Earth is currently being regulated , restricted, outlawed, and culturally engineered (see Outside The “Norm” and It is Just A Game… a deadly game).
A well-intentioned software designer unaware of the meme may actually be perpetuating the problem and empowering the institutions of control.
Thus the AWARENESS of the meme is very important, however many people are still unaware and this must change.
Global AWARENESS is increasing and you can help by sharing your awareness.
Have fun!
RELATED:
http://iftf.org/what-we-do/who-we-are/advisory-council/jane-mcgonigal/
https://ronmamita.wordpress.com/2012/12/03/creativity-step-foreword/
https://ronmamita.wordpress.com/2013/03/16/it-is-just-a-game-a-deadly-game/
https://ronmamita.wordpress.com/2013/07/15/i-was-hooked-when-you-said-no/
https://ronmamita.wordpress.com/2013/03/03/a-new-genre-of-games/
http://gammagamification.wordpress.com/
https://ronmamita.wordpress.com/2011/11/23/history-of-money-and-taxes/
https://ronmamita.wordpress.com/2013/05/13/new-era/
Last updated: 6 Aug 2013
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Hey Ron,
thx for sharing this wonderful line “fail early, fail often, fail forward”, I really liked it and it made me think of my personal development.
For gamification I agree with you that some enterprises thought they had to use it and only “digitalised” their already existing programs like frequent-flyer miles or stamp cards (drink 10, get one free). I already thought of sustainable gamification (http://gammagamification.wordpress.com/2013/06/29/sustainable-gamification/) to avoid this wrong perception of gamification as the universal solution for an uninspired enterprise.
I also agree with you that we have to use gamification carefully and only to empower people to pursue their goals of life. It might be that they share a goal with us, e.g. eating healthier and this is where we can gamify. Rajat Paharia has very interesting thoughts in his book “Loyalty 3.0 – How to Revolutionize Customer and Employee Engagement with Big Data and Gamification” (http://www.loyalty30.com/). I am currently reading it and will share a “Lessons learned from reading” post on my blog after having finished.
Have a great day and keep up the great work, my friend!
Chris
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