GSummit: Chamillionaire, Fortune 500 Speakers Added to Roster; Workshops Sold Out

The Gamification Summit (June 19-21 in San Francisco) has announced a number of additions to the summit’s already impressive lineup of speakers:

  • Chamillionaire - The Grammy® award winning artist will talk about the success of his Chamillionaire Rewards Program and share lessons other artists can learn about engaging their fans.
  • Tim Chang - Noted venture capitalist from Mayfield Fund and #54 on Forbes’ Midas List of the top technology investors, Tim will share insights on the investment thesis for gamification and how game mechanics will affect crowdsourced investments after the JOBS act.
  • Brian Wong - Startup wunderkind and Kiip CEO, Brian will discuss gamification in the game space.
  • Plus a brand new health panel - Representatives from United Healthcare, Rock Health, Zamzee, and Cake Health will discuss gamification’s effect on the health and wellness industry.

These speakers join a roster of gamification experts from across industries who will share best practices, lessons learned, data, and hands-on experience with GSummit attendees.  Nearly 50 speakers, from companies like SalesForce, United Airlines, OMGPop, Google, Cisco, NBC, Oracle, Microsoft, eBay, JD Power, Ogilvy, Mozilla and more, will take to the GSummit stage this June in San Francisco.  Additionally, the hands-on advanced Gamification workshop is now sold out, and new registrants may add themselves to the waitlist by purchasing a two-day pass with workshop waitlist. A limited number of spaces are still available for the Enterprise workshop on June 19.

The Gamification Summit will take place June 19-21 in San Francisco’s Councourse Exhibition Center. To learn more and to register, please visit GSummit.com.

Status is Gamification’s Endgame. (Badges Are Not.)

EMC Corporation, Gamified

First, let me express some incredible excitement that, along with an incredible team, I helped launch RAMP last week. RAMP, short for Recognition, Award, and Motivation Program, is EMC Corporation’s first gamification deployment.

This is a big deal for us.

RAMP went live to an community audience 230,000-members strong. The early feedback has been extremely positive and we are excited to partner with our community to evolve RAMP over time. Follow along here: http://emc.im/RAMPonECN and please leave comments there, or direct them to me on twitter, @TylerAltrup.

 

Two Lessons from the Gamification Trenches

Along the way, I have had the sincere pleasure of briefing dozens of internal teams on the current state and the future of gamification at EMC. There a few key points that I hit on in every discussion and two stand above the rest:

1. Gamification is an Amplifier, Not a Panacea

Gamification is a new concept to many folks across the enterprise, especially those outside of marketing. If you find yourself as the evangelist within your organization, it is crucial to emphasize its role as an amplifier–and not a panacea.

Game mechanics and behavioral mechanics can, and will, materially increase audience engagement with any form of content. It will not, however, make bad content better. A boring whitepaper is a boring whitepaper. Fantastic multimedia is still fantastic multimedia.

Gamification is the Speaker, Content is the Music

Think, for a moment, of gamification as a speaker. Let’s also assume, for the sake of argument, that you do not like terrible music. If we can agree on these, we can probably also agree that no amount of wattage could ever make Miley Cyrus’ music palatable. I could play it on my tiny phone speaker–or I could play it from concert-quality mega-speakers–the outcome remains the same.

In game-based marketing, the same holds true. No number of badges could make me want to spend more time viewing boring content. No mission structure could compel me to spend more time viewing terrible instructional videos.

Gamification gives marketers an incredible new toolkit but it requires a solid foundation upon which to work. As my mother might more colloquially put it, it can’t fix stupid. It cannot make bad content better.

 

2. Gamification’s Endgame is Status, Not Badges

It has become popular, in recent months, to rain criticism and skepticism on gamification. In some cases, I may even agree. Those that dismiss any gamified experience out of hand, however, are shortsighted. The majority of this snarky backlash is directed at a theoretical future state where we are submitted to badge overload at every turn.

This rejection is fundamentally misguided–these badges they so loathe are not the endgame of any thoughtful gamification. The endgame is status.

Stop to think for a moment about one of the most classic examples of gamified behavior: Boy Scouts. The endgame of scouting is not the collection of merit badges. The endgame is achieving the honor of the title of Eagle Scout. The endgame is status.

Universal, Portable, Comprehensive

I can speak to this from experience. I don’t even remember which merit badges I earned as an awkward teenager wearing a neckerchief and olive pants–but I remember my rank. And I remember it every time I network professionally–only to find out that there are other Eagles in the group. Needless to say, we never end up discussing how many badges we earned. Never.

Here again, the “status” of Eagle Scout holds true. The rank means roughly the same thing across the world, it follows its owner in any setting, and it summarizes a long list of individual accomplishments. This status is at once universal, portable, and comprehensive.

The same holds true for everything we are working to build at EMC. We are not building RAMP to give badges to our community. We are using badges, along with points, levels, and missions to create a meaningful status for our members. We want them to be able to showcase their talents, expertise, and accomplishments–and to see the same in others. We have some very ambitious plans to create an online status that is universal, portable, and comprehensive.

 

 

Post-Script

In case you were looking for proof, see #147.

 

About the Author

 TYLER ALTRUP is a Senior Social Media Engagement Manager at EMC Corporation specializing in social metrics, social monetization, and gamification.  He is a frequent blogger on all three topics, as well as music and gaming, at TylerAltrup.com. He is currently building an advanced social metrics glossary in order to create a library of advanced social metrics, along with an understanding of their correlative and causal relationships. He also led the recent launch of RAMP, EMC’s new gamification-powered Recognition, Award, and Motivation Program, on the EMC Community Network.

Tyler holds undergraduate degrees from the University of Missouri in Marketing, Latin, and International Studies as well as an MBA from Boston University. When he’s not on the clock, you can find him pwning n00bs on Xbox Live and PSN as TyBlues95. He wears jeans, sneakers, and giant headphones to work (and does not like cubicles). LinkedIn: http://www.linkedin.com/in/tyleraltrup

abusinessmeeting

Gamification Roundup – May 14, 2012

This week on the Gamification Roundup, we’re getting corporate: Tim Chang of Mayfield Fund provides some expert insight on incorporating gamification, pharmaceutical company Boehringer Ingelheim’s has its first foray into gamification , a beautiful blood pressure tracking app called BloodNote engages through design, UnitedHealth is starting to bring gamification into their activities, and a high Klout score is now granting exclusive access at a particular Cathay Pacific Airways SFO lounge.

Introducing the GAwards – Crowdsourced and Powered by You!

“Gamification adoption has reached a tipping point, and we think it is high time that the very best this industry has to offer be recognized,” said Gabe Zichermann, chair of The Gamification Summit. “With the GAwards, we are excited to recognize and honor the best achievements in Gamification in a number of different areas, from consumer facing to enterprise applications and even in terms of societal impact.”

The inaugural GAwards will honor the best examples of gamification in the following categories:

  • Consumer Facing App/Site
  • Education
  • The Enterprise (HR/HCI)
  • Health & Wellness
  • Societal Good
  • Overall Greatest Impact

In each category, community nominations will determine the finalists that will then be voted on by a panel of industry experts. Top vote getters in the open round will also be eligible to win the people’s choice award in each category. Complete rules and instructions are available at http://www.gsummit.com/g-awards/.

Cute YouTube Baby Demonstrates that Gamification Comes Naturally

As a Facebook fan of The P.S. 22 Chorus, I found the following video last week:

You might think this is just your average cute dancing baby youtube video, but you’d be wrong!

The toddler in this video demonstrates the innate ability in children to find the game in anything.

At 1:04, this little girl finds that if she presses the space bar, her mother will intervene and say “uh oh.” The rules for the game have been established instantly. Several seconds later, she presses the space bar again and pre-emptively declares “uh oh,” taking pleasure in the game she’s helped create. It’s much more fun for her than the dancing she initially did spontaneously.

We humans have a natural desire to create games. Organizations that recognize this can motivate and engage users and consumers where orders to “just dance” never can.

New Examples of Gamification – May 11, 2012

Hello GCo Readers! Today we have one new and two older but very good examples of gamification added to our GBase:

  • Mplifyer -  (pronounced ‘amplifier’) is a unique software platform that provides rewards and benefits to individuals, businesses, schools, charities and non-profit organizations using gamification concepts
  • eBay – established in 1995, features one of the earliest examples of gamification featuring star badges, rankings, and status benefits.
  • Starbucks My Rewards – an excellent example of a successful loyalty apps that encourages repeat uses

 

Remember folks: the GBase is open for anyone to post! We want any and all examples of gamification you know of, even if its your own company! And who knows? Maybe there’s a special surprise for those who decided to add an entry!

GList – Cynergy’s Kes Samapanthar on the Science of Motivation

Today in our ongoing GList Series, we’re featuring Kes Sampanthar of Cynergy. Now here at GCo we like to call gamification as a kind of “engagement science”. Why science? Because gamification practitioners have hypothesized what it will take to motivate an audience, experimented with new projects, and drawn conclusions about what works and what doesn’t. Let’s face it, gamification must be regarded as an evidence-based practice because if there isn’t any proof that your gamified product works, then it is useless and ultimately harmful for your company! The first step in understanding whether or not your gamified system can work lies in the understanding of human motivation. This year at GSummit, Kes Sampanthar of Cynergy will be looking at the science of human motivation. His expertise in gamification design will provide essential insight on how gamified design can drive motivation in unprecedented ways. Check out Kes on Twitter…For Science!  - @KesSampanthar

 

John_Cage_Laugh

Purposeless Play: John Cage as Gamifier

The following is an Op-Ed piece by Adam Tendler

I’ve always had an ambivalent relationship with games.  In Little League, I’d stand in the outfield and cover my face with my baseball glove, at once bored and petrified by the idea of the ball flying in my direction.  The one physical fight I’ve ever been in occurred at a swim team practice when the coach’s son noticed me cheating, finishing my laps only when everyone else finished theirs regardless of how many I had left.  I’ve never once won Monopoly, typically filing bankruptcy within a half-hour.  I lose the game of Life with more kids than can fit in my car.  In Apples to Apples, I aim for comedy but often go hours before winning a round.  I’ve lost friends playing Pictionary, draw a blank during Scattegories, and have forfeited matches of Uno with six-year olds.  Whatever, they cheat.

As a concert pianist, I entered my first competition in high school.  I won, but never wanted to do anything like it again.  While most classical musicians use competitions as the cornerstone of their careers — check out any pianist’s bio — I bought a Hyundai after conservatory and drove around the country looking for places to play.  Fear and insecurity aside, I at least told myself that competitions — or rather, games — have nothing in common with music.  People lose games.  I lose games.

But I’m growing up into my inner-gamer, you might say, perhaps because I’ve spent a good deal of time in the last five years performing the music of John Cage, the composer who blurred the role of creator, performer, and audience, revolutionizing everything he touched from about 1930 onward, from music to literature, philosophy to mushroom hunting, an “inventor,” as Arnold Schoenberg called him, “of genius,” and to many others a musical anarchist, and to me, a titan of modern art who pretty much — let’s just say it — gamified music.

Crowdsourcing, Co-op Game Mechanics, and Rewards without Badges

The Following is an Op-Ed piece by Mark Burgess of Trapster:

At its heart, gamification uses game logic and mechanics to solve problems, engage users, and build loyalty. In the popular media, though, this often translates to nothing more than a process of action and reward – activity for digital validation. There are, however, more to modern game mechanics than unlocking achievements, and it just might be possible that gamification can be effective without the displayable collection of badges.

Cooperative game play and crowdsourcing have a lot in common because they involve more than one person working toward a common goal. In the realm of gamification, well-known crowdsourcing examples like Foldit involved a huge population in a game to further a study or provide data for their project. The gamification aspects include advancing through difficulty levels and earning different kinds of digital validation. These rewards for the gamer, though, are still just for the individual gamer. True cooperative game play has to reward the group of gamers as a whole.

 

Is a Better Product Enough Incentive?

Trapster is an app that alerts drivers to speed traps, road hazards, school zones, car accidents, icy roads, and much more. The app depends on user participation to deliver quality information in real time to other drivers on the road, so the question in cases like this is whether or not there is enough incentive to drive the necessary participation.
Trapster learns the credibility of speed traps and hazards based on how many users agree that it exists, and it can also learn the credibility of each user over time. Put this information together and you get a sort of radar detector crossed with up-to-the-minute traffic reports. However, it’s important to remember that the information you receive is only as good as the lever of participation by its users.

Trapster does not, for example, offer any badges for reporting the location of 15 red light cameras in a day. They don’t unlock the ability to report construction zones only after you reliably report a flooded road. You won’t even get a special acknowledgement for reporting a speed trap that is immediately marked as having a high level of confidence in its accuracy.

So without these rewards so often seen as part of gamification, does an app like Trapster fit in to the normal definition? The only reward for participation and loyalty is a noticeably better product and experience. Is that enough to move crowdsourcing into the realm of cooperative game mechanics?

 

The Difference between Co-op and Crowdsourcing

The cooperative game mechanic is built around the idea of more than one person succeeding at the same time. While it could be argued that the standard crowdsourcing model involves winners on both sides of the equation, it is not quite the same. Crowdsourcing may involve a large number of people using some form of a game system to solve a problem, but at its heart it is still a matter of asking a single person (well, a lot of single persons) to do something for an individual reward. A cooperative mechanic, on the other hand, is about being rewarded together, and that reward getting better as the level of participation increases.

Check out Trapster for iOS and Android.

growth

Gamification Roundup – May 7, 2012

This week on the Gamification Roundup, we have news on gamification as a means of growth (and decline) in a number of different topics: “Healthy Competition” is taking on a whole new meaning as companies pit employees against themselves for health, Sandra Day ‘O Connor creates a SimCity-like game to teach local government, Striiv addicts you to gaming  for your own health and for charity, AJ Sweatt talks about how gamification can improve the state of the manufacturing industry, and one school’s experience with Operation Lapis explains how game-based learning isn’t always so good. Read the full roundup after the jump.

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