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iPlayCO is proud to introduce the newest products in our Adrenaline Park Equipment. TAG Active promotes fitness, fun and competition.

 

TAG is a new concept in social active leisure through the technological gamification of physical events. A creative blend of physical obstacles and challenging events with immersive activities that make up the multilevel, multi zoned TAG Arenas. Player worn electronic bands provide gamification and competitive metrics.

PlayStat. La statistica che diverte! Evento di premiazione, Firenze 28 giugno 2017

Sketchnotes from

 

Gamification, from theory to project

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Cyborg Anthropology and the Evaporation of the Interface

 

by Christopher Cunningham | Author

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Amber Case | Cyborg Anthropologist, UX Designer

 

@ Frontiers of Interaction 2011 - Florence

Games Based Learning MOOC gamesmooc.shivtr.com/ and G.A.M.E. g.a.m.e.shivtr.com/

Gamers Advancing Meaningful Education

 

Designed by Kate Hagerty

Gamification is the education topic du jour. With new game-based learning environments being touted as a solution to all the problems of the modern classroom, we urge the G4C community to question trends before investing in them. Provocative voices from diverse sides of the gaming-for-learning industry rant against the idea that any of the models already in use are particularly effective applications of video games in the classroom. Attendees may get puzzled or confused, or simply take away a new lens for looking at gamifying schools (or schoolifying games).

A lively debate on the question: Is gamification a useful and important application of the power of games?

 

NYC Media Lab gathered some of the most influential game designers in New York City to discuss the way game mechanics have quickly gained prominence as one of the latest strategies for businesses to engage with consumers. While gamification intrigues marketers and content providers alike, it’s generated a backlash among many game developers who feel that these efforts are misguided.

 

Led by Wade Tinney, who heads the New York chapter of the International Game Developers Association, this thought-provoking debate analyzed the role of gaming in business applications through case studies, expert opinions, and audience participation. The panel was held at the NYU-Poly campus, with a reception following in the Game Innovation Lab. Approximately 80 guests attended the debate.

Formiddagsseminar om Gamification med Jane McGonigal på ITU, København.d. 22. november 2013. Arrangeret af Seminaret er arrangeret af Innovationsnetværket Livsstil – Bolig & Beklædning, Visuel Vækst og Dansk Erhverv.

 

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.

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.

Find out more about VFS's one-year Digital Design program at www.vfs.com/digitaldesign.

A lively debate on the question: Is gamification a useful and important application of the power of games?

 

NYC Media Lab gathered some of the most influential game designers in New York City to discuss the way game mechanics have quickly gained prominence as one of the latest strategies for businesses to engage with consumers. While gamification intrigues marketers and content providers alike, it’s generated a backlash among many game developers who feel that these efforts are misguided.

 

Led by Wade Tinney, who heads the New York chapter of the International Game Developers Association, this thought-provoking debate analyzed the role of gaming in business applications through case studies, expert opinions, and audience participation. The panel was held at the NYU-Poly campus, with a reception following in the Game Innovation Lab. Approximately 80 guests attended the debate.

These are some of the first prototype cards for Elevation of Privilege, the easy way to get started threat modeling.

Engage your community using gamification workshop at TEDSummit2016, June 26 - 30, 2016, Banff, Canada. Photo: Marla Aufmuth / TED

A lively debate on the question: Is gamification a useful and important application of the power of games?

 

NYC Media Lab gathered some of the most influential game designers in New York City to discuss the way game mechanics have quickly gained prominence as one of the latest strategies for businesses to engage with consumers. While gamification intrigues marketers and content providers alike, it’s generated a backlash among many game developers who feel that these efforts are misguided.

 

Led by Wade Tinney, who heads the New York chapter of the International Game Developers Association, this thought-provoking debate analyzed the role of gaming in business applications through case studies, expert opinions, and audience participation. The panel was held at the NYU-Poly campus, with a reception following in the Game Innovation Lab. Approximately 80 guests attended the debate.

A lively debate on the question: Is gamification a useful and important application of the power of games?

 

NYC Media Lab gathered some of the most influential game designers in New York City to discuss the way game mechanics have quickly gained prominence as one of the latest strategies for businesses to engage with consumers. While gamification intrigues marketers and content providers alike, it’s generated a backlash among many game developers who feel that these efforts are misguided.

 

Led by Wade Tinney, who heads the New York chapter of the International Game Developers Association, this thought-provoking debate analyzed the role of gaming in business applications through case studies, expert opinions, and audience participation. The panel was held at the NYU-Poly campus, with a reception following in the Game Innovation Lab. Approximately 80 guests attended the debate.

Tomás Martínez Buero hablando sobre Gamificación Ampliada

DCIM\100MEDIA

 

Photos part of the international management game Emerald Forest Hotel.

Moxsie.com is an online fashion retailer which has recently added gamification to their online experience. Using the Buyerchat feature via Twitter, customers can earn rewards and badges for comments on their purchases. Here is their description of the game:

 

“Do you share your style opinions on Twitter? Bring your expertise to BuyerChat! We’ve saved you a seat at Moxsie buying meetings and trade shows. Earn badges for contributing input and win money to spend right here on Moxsie.com! It’s not often you get rewarded for talking back.”

 

Users are granted higher status in the community via their labels such as “Buyer in Training” or “Buyer Guru” which appear with their profile on the site. For more info, here is the site:

 

shop.moxsie.com/buyerchat

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.

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

Formiddagsseminar om Gamification med Jane McGonigal på ITU, København.d. 22. november 2013. Arrangeret af Seminaret er arrangeret af Innovationsnetværket Livsstil – Bolig & Beklædning, Visuel Vækst og Dansk Erhverv.

 

Gamification is the education topic du jour. With new game-based learning environments being touted as a solution to all the problems of the modern classroom, we urge the G4C community to question trends before investing in them. Provocative voices from diverse sides of the gaming-for-learning industry rant against the idea that any of the models already in use are particularly effective applications of video games in the classroom. Attendees may get puzzled or confused, or simply take away a new lens for looking at gamifying schools (or schoolifying games).

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