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[Gamification] Plus de 70% des entreprises utiliseront le jeu dans leur stratégie d'ici 2014 - Maddyness

From www.maddyness.com

Un récent rapport, édité par Kontest, solution d’organisation de jeux concours sur Facebook, démontre que d’ici l’année prochaine, plus de 70%  des entreprises sera amené à utiliser le jeu (ou plus largement la gamification) dans leur stratégie de communication et de construction de communauté.

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Six interesting examples of gamification in ecommerce

From econsultancy.com

The video game industry is worth more than $100bn worldwide, so it's no surprise that businesses are using gamification to try to boost sales.

The idea is that by adding gaming elements to the sales process, such as small challenges and rewards, you can increase customer loyalty and advocacy.  

 

As in every game or competition, the participants have to be motivated by a worthwhile reward. It’s also true that the greater the reward, the more you can ask people to do to earn the reward.

David Bennett's comment, April 19, 2013 9:31 AM
I am doing a course on gamification at Coursera that you might find interesting
David Bennett's comment, April 19, 2013 9:31 AM
Here's the link https://www.coursera.org/course/gamification
David Bennett's comment, April 19, 2013 9:53 AM
I'm about halfway through. I am trying to see whether and how it would fit into our nascent ecommerce business. I don't see it yet, but the course has helped me to see in a gamified way.

Serious business of gaming

From www.thebigidea.co.nz

"Gamification, gamefullness and alternative reality sound like fun, but as Anna Jackson explains, they are important and serious gaming concepts."

Luca Brigada's curator insight, March 19, 2013 6:48 PM

Gamification is "the use of game mechanics and game design techniques in non-game contexts" (mashable.com) and it's a huge trend in marketing right now, as well as an idea that is being embraced in health, education and non-profit sectors.

 

Examples of gamification are:

- Badges to reward participation (e.g foursquare)

- Assigning missions and using levels of achievementImposing time limits Points

- Rewards and leaderboardsMaking everyday tasks fun by turning them into a game.

 

Matmi's curator insight, March 28, 2013 6:55 AM

Like this author states - gaming is a serious business. Games are no longer just a teengage boys hobby - they are a serious revenue generating tool. More and more people from all walks of life are playing casual mobile games so there is even more of a need for businesses to be ahead of the game ( excuse the pun ) and have their own game developed to get customers interacting with their brand.

Danny Ong's curator insight, September 24, 2013 1:26 AM

In this article, it is shown how people applies gaming-related concepts into their daily activities. Therefore, if we could apply the same concepts when it comes to businesses, plenty of improvement will be seen among the people. One of the example is Foursquare giving people achievements if they had logged into several places using Foursquare. If this concept is applied to the business people, there might had a chance they are motivated by the rewards that will be given if they done an excellent job.

Three new gamified health products

From gamification.co

Details of three new gamified health products:

 

Cellnovo – a gamified diabetes tracking package with a mobile handset, web app, and insulin pump

 

HealthPrize – a medicine adherence application that rewards you for taking your medicine

 

Hubbub Health – a social health network that combines gaming, daily challenges, and a community to promote physical and mental wellness

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Mike Lee on Game Design and Gamification

From www.infoq.com

Mike Lee talks about Game Design, Gamification, and much more.
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