Spotlight Expert & GSummit SF 2014 Speaker: Amy Jo Kim

As we move into our next installment of GSummit (June 10-13 in San Francisco), we look at some of our speakers and experts that have helped shape the user engagement space. This week’s Spotlight Expert is Amy Jo Kim (@amyjokim) — Game Designer & Creative Director at ShuffleBRain. Amy helped kick off the very first GSummit back in…

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Brenda Romero on Teaching Controversial History with Gamification

When Brenda Brathwaite Romero’s 7-year old daughter came home talking about the Middle Passage, she clearly didn’t understand its significance to American and black history. Instead, she thought of those slaves as going on a cruise. Romero needed her to understand the truth.

As a long-time game designer, Romero (then Brathwaite) gathered together some game pieces and 3 x 5 cards and on the spot created a prototype for a game she called The New World. By the time she and her daughter were done playing the game, they were both crying. The historical events impacted them in a new way. Not only did they understand the facts, they began to gain a deeper respect and empathy for those players of history.

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New for GSummit SF 2014: Hands-on Labs for ALL Conference Attendees

With the consistently sold-out success of our Certification Workshops at GSummit each year, we decided to add a workshop experience to the regular conference agenda FOR ALL ATTENDEES to participate it. We call them Hands-on Labs and they’re going to be one of the best aspects of this year’s event–guaranteed! Each of the 90-minute Labs will offer a limited group…

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jesse schell at gsummit

Jesse Schell: Games Will Lead the Future of Engagement with Pleasure

In the 21st century, it turns out that the principles for designing videogames have become the principles for designing everything. In this talk, Jesse explains why “gamification” is only the tip of a much larger iceberg that is influencing all of society, and he will go into some detail about best practices for using pleasure to improve the motivational design of a wide variety of experiences.

Key Takeaways:

  • Gamification” is about the creation of pleasurable experiences for the purposes of improved motivational design.
  • Pleasure is powerful, complicated, and contextual.
  • Five important keys to improving motivational design are appeal, engagement, effortlessness, uncheatability, and disembarrassmentation.

Watch GSummit SF 2013 Keynote speaker Jesse Schell in his full talk below. Be sure to also subscribe to our YouTube channel to get the latest videos from GSummit SF 2013 as they’re released. You can also download a copy of this presentation by downloading it here.

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jon radoff on the gamification revolution

Applying Game-Design Principles to Gamification with Jon Radoff

The Gamification Revolution is the only live gamification webcast featuring Gabe Zichermann and fellow gamification experts every week. Today we’ll be looking at last week’s guest: Karl Kapp, Professor/Consultant at Bloomsburg University and Gamified Learning Veteran.

Be sure to catch our next episode this Thursday, September 5th at 1PM ET/1800 GMT, where we will feature Jeff Atwood, the esteemed man behind Coding Horror and co-founder of StackOverflow. Remember you can participate in the show if you sign-in and RSVP! Signing in will allow you to receive show reminders, ask questions, and even join Gabe and our guest for a live question.

Regardless of where you might stand on the gamification versus game-design debate, each side has many lessons to offer to the other when you consider differences in their design. This week we brought on Jon Radoff, CEO of DisruptorBeam, to give us his input on various facets of gamification design as a game-designer. We take deep looks into story narratives, feedback loop lengths, and many other game design theories as it relates to gamification.

Catch the full video below:



Download this episode (right click and save)

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How Not to Make a Point (and Earn that Badge)

Yesterday, Steve Bocska opined here on Gamification.co about what was to be – ostensibly – a discussion of designing gamification without using poins and badges. Instead, what he wrote was a screed that questioned the ethics of many gamifiers, assailed social games (really? is this 2011 again?) and reached its climax with the oh-so-powerful suggestion that you “think very carefully about what you’re trying to accomplish.” In the process of trying to lecture this growing community on its ills, I think Steve has made the point of one of our most prolific experts, Rajat Paharia, very clear: game designers – in general – just don’t understand gamification.

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Renga Title at IndieCade East

How Renga Got 100 Strangers to Play Together with Lasers in a Theater

IndieCade is a festival celebrating the works of independent game designers from all over the world and this past weekend was Indiecade’s inaugural appearance on the east coast at the Museum of the Moving Image in New York City. Attending this game festival from a gamification angle, I was looking for new and exciting ways to engage with an audience.

One of the main events was the game Renga by UK-based WallFour, who specialize in live, large-scale collaborative crowdgames. In other words, when I read that Renga was going to be a feature-length game for 100 people with laser pointers, I was sold.

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Top Articles by Gamification Experts in 2012

We’re about halfway done with our Best of 2012 series and today we’re going to look at top gamification posts by gamification experts in 2012. Read on for outstanding advice about design, the pitfalls of gamification, top trends in loyalty, and what gamification will really mean going forth in 2013. Gamification experts will always have a voice on GamificationCo and we invite anyone who has something to say to step up to the plate.

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Gabe’s Gamification Revolution Featuring Richard Bartle

Each week on the Gamification Revolution web show, Gabe Zichermann answers all your burning gamification questions LIVE every Monday at 1pm ET/10am PT/1800 GMT. This week’s show features Richard Bartle, Visiting Professor at the University of Essex and the creator of the Bartle Player Types. Here’s a rundown on some of the topics they spoke about: Why we need to design for…

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