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Max Photography for GDC Online
GDC Online 2012 (Thurs, 10/11)
Gamification Day
The True Value of Social Games for Social Good
Ken Weber
Campusfood.com is an online food ordering website for college students. They have added gamification to their experience by creating a badge system for users which encourages them to order more frequently and from different vendors in order to gain status in their online community. Repeat customers are rewarded with badges such as Raw Deal (10 sushi orders in a month) and Beta Taster (one of the first 50 people to order from a new menu). Since adding points and badges to Campusfood.com, the number of new users who return two or more times is up 15-20%, says Michael Saunders, the site's founder. The site even features a updating panel on their homepage showing who is earning badges.
Engage your community using gamification workshop at TEDSummit2016, June 26 - 30, 2016, Banff, Canada. Photo: Marla Aufmuth / TED
Photos of the renovated rooms Emerald Forest Hotel. Part of the international management game Emerald Forest Hotel.
Max Photography for GDC Online
GDC Online 2012 (Thurs, 10/11)
Gamification Day
The True Value of Social Games for Social Good
Ken Weber
Gabriel McIntyre (The Game Beyond) speaks during the workshop "Gamification" / DLD Women 2014 Conference Day 2 at Haus der Kunst in Munich, 22.07.2014 / Free press image © Hubert Burda Media / Picture Alliance
On May 3 - 5 at the Space Needle in Seattle, frog design hosted "Changing the Game,” a health conference in partnership with the Innovation Learning Network, where front-line innovators and leaders of healthcare innovation will explore how to take advantage of gaming ideas and principles to inspire innovation in the serious world of healthcare.
Badge for Social Media Innovation Quest in MIS3538 taught by Prof. Steven L. Johnson at Temple University Fox School of Business in Fall, 2011.
On May 3 - 5 at the Space Needle in Seattle, frog design hosted "Changing the Game,” a health conference in partnership with the Innovation Learning Network, where front-line innovators and leaders of healthcare innovation will explore how to take advantage of gaming ideas and principles to inspire innovation in the serious world of healthcare.
Modern dating in the post Branch Covidian Cult times is largely defined by two key rules - the 666 Rule and the 10 Percent Rule.
Why does it seem that more and more so-called 'single' women have grossly unrealistic expectations of men and appear to apply the '666 Rule' in all their might-lead-to-romance-and-intimacy activities due to the gamification of dating by online dating sites/apps and dating/relationships becoming 'transactional' plus other factors like feminism and narcissistic princess tendencies?
For those who don't know, the 666 Rule is:
- man must be at least 6 ft (180 cm) tall,
- man must have an ultra-fit/toned 6-pack body shape,
- man must have a 6" (150 mm) or larger erect penis,
- man must have at least a 6-figure income.
- man must have traveled overseas at least 6 times and/or to at least 6 different countries.
- man must work less than 6 days a week and be always available at least 6 nights a week for s3x.
You can easily add to this:
- man must have a 6-figure bank balance,
- man must have a house worth at least 6 figures that you own outright (not owing any money to a bank).
etc.
You quickly see which almost every guy cannot meet this ridiculous set of 'standards' and becomes 'invisible' to almost all single women (and non-single women looking to cheat) who by default rate themselves as a '10' almost universally.
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Don't also forget the 10 Percent Rule. 8-) See below for explanation...
Online dating is exactly like applying for a job - the ten-percent rule applies... And with the ongoing Covid-19 p(l)andemic it adds another layer into the mix for 'vacci dating' preferences. So here is the modern version of 10 Percent Rule (for just a moment put aside the fact that a vast majority of dating site profiles are fakes):
- guy sends 10000000 introductory messages to 'women'
- 1000000 'women' might actually read them
- 100000 'women' might actually then go and explore the guy's profile
- 10000 are ok with the guy's covid vaccination status
- 1000 'women' might actually write back with a response
- 100 of those responses is positive showing genuine interest
- 10 of those women want to meet up for a date
- 1 date ends up becoming more.
So due to the Covid situation and the massively opposed views for and against the so-called 'vaccine' drugs for Covid-19 aka Sars-Cov-2, a guy has a 1 in 10 million (previously 1 in 1 million pre-covid) of actually finding 'the one'.
Pretty sad situation hey.
If we are 'switched on' to meeting people in real life (is that something that online dating is destroying?), the same basic thing applies.
It really is a 'lottery' with a '1 in 10 million' chance of discovering the 'right person'.
Homerun is a Groupon competitor which features a special members area called Private Reserve. They tout this area as “Unique experiences reserved for our top point-earning members.” An interesting addition to the typical online coupon formula.
I wonder if Groupon will consider adding this sort of membership service to their site and/or if this sort of gamification hurts or helps this business model.
Badge for Social Media Innovation Quest in MIS3538 taught by Prof. Steven L. Johnson at Temple University Fox School of Business in Fall, 2011.
Image created using Quozio
Quote from Bill Ferriter
www.teachingquality.org/content/my-beef-gamification-educ...
Oliver is writing a thesis. It's got gamification in it. He came to the right place. He looks very happy about it. Perhaps it's the mini snack eggs he's happy about.
Soho, 25th June 2012
A new version of the Cyber-Trumps cards printed out postcard sized for use in the classroom. These include some of the Cyber-Defence posters as part of the game and a couple of additional tweaks based on playtesting.
The print quality is extremely good. The cards have a high gloss side with the image on them, which should make them quite hard wearing. The back of the card (with the game logo) is more of a matt finish (which helps stop them sliding off the table when you flick them across to a player!). The cards come with square corners, but I rounded them off with a round corner punch.
The original business card sized pack is at the bottom right.
These are also printed by www.moo.com/share/6h6xbq.
Badge for Social Media Innovation Quest in MIS3538 taught by Prof. Steven L. Johnson at Temple University Fox School of Business in Fall, 2011.