We wish all our clients, friends, family and followers a happy and prosperous 2017
Each year at the Gamification World Congress the submitted projects are judged by a panel of industry experts, in the past I have been a member of the panel. It is great to see the effort that goes into gamification and engagement projects rewarded. I would also say there is more scope to have more projects submitted and to make the competition a bit more challenging.
In any case I am in favour of showcasing the best in the industry and some of you may say, you would say that because you have had a a nomination 2 years running and this year one of our team members Andrzej Marczewski won the award for biggest contribution of 2016. He won it based on his body of work on player types, which was also validated by university researchers this year. (He started with player types well before ever joining Gamification Nation) I have always liked his methodology and used it in several projects.
Normally I am able to explain the winners of the other categories rather well, but by virtue of being an actual host together with last years winners Melanie De La Vega from Pernod Ricard and their wonderful app Ricardo for leadership development, I didn’t actually get to see most of the talks about the various projects. Hence I am simply going to give you the description also given on the GWC website and for you to do a bit of research on what these projects entailed.
The SEFH (Spanish Association of Hospital Pharmacy) was the winner of “GWC Best Customer Engagement Project 2016”, for their project that aimed to change the medical congress experience while educating. Jose Miguel Martinez (Head of Innovation and Strategic Solutions, AbbVie) received the award. The other finalists of this award were EVO Bank, Ad-Pure TV Sync and ‘La Petite Robe Noire Intense’ from Guerlain.
The winner of the “GWC Best Employee Engagement Project 2016” category was Belron for their project “The Belron Way of Fitting” that combines the virtual learning experience with real world training on the job on a global scale. Paul Cornelissen (Training & Development Manager at Belron) received the award. The other finalists of this award were KFC for their CSL QuizGame and Leroy Merlin.
The winner of “GWC Best Health & Wellness Project 2016” was Air4Life (by Hospital Vall d’Hebron & Chiesi). The patient is the protagonist of the App and he is challenged in the app to improve continuously by means of achievements and goals related to exercise and the right way to take their medication to improve their health and well-being. Julio Martínez Cutilla (Director of the Hospital Pharmacy Service of the Vall d’Hebron Hospital) and Emilio López Reyero (Product Manager at Chiesi) received the award. The other finalists of this category were Imperial College London, Brave Potions and Wellness City Project.
The winner of the “GWC Best Education Project 2016” was the Ball State Achievements project developed by University Ball State. Ball State Achievements has shown how to effectively use mobile gamification to increase engagement and retention rates in at-risk students. Scott Reinke (Coordinator for Ball State Achievements at Ball State University) and Brittanie Middleton (Budget & Finance) received the award. The other finalists of this category were Colegio San Andreu, Beaconing Project and The Group of Experts.
Gamification stuff we love: Exhibiting at LT2016
I strongly believe you should celebrate milestone and what better way than to let all of our followers know, we are exhibiting for the very first time ever at Learning Technologies in the Olympia in London. I have spoken at several conferences and will keep on doing this, but we haven’t to date dared to invest in taking an exhibition stand. I have been a visitor at this event for a number of years, so I know the kind of things to expect and the types of people you meet there, which for us happen to be right in our target audience. We see it as an amazing milestone for our business and we hope to talk to you at stand R21.
We are using the exhibition to officially launch our online gamification community and we will be giving both you and the visitors a special deal for the occasion, just click the link to find out more. We set up the gamification community to provide support to people who are implementing their own gamification projects and may not have enough budget to have tailored consulting from us. However we share our tools and techniques and a whole bunch of advice and examples in the community. We hope people will also share their best working approaches, milestones and questions. It means you can have both peer-to-peer and expert advice.
Deciding to exhibit was a bit of a leap of faith and then getting the important parts ready during a busy time in business, was another interesting game over the last week. But thanks to patience and persistence, we pulled through and learned a lot along the way. I am sure the learning will continue during the coming days.
We hope to have a lot of fun and possibly see you at Learning Technologies 2016, ask us to explain the 3 levels of gamification relating to learning at stand R21.
Happy New Year!
from An Coppens and the team at Gamification Nation to all of you that work with us, support and follow us.
Take a moment to reflect on what you learned and are grateful for in 2015. What were your highlights? What were your lowlights and what did you learn from these? What will you keep doing? What will you stop?
Then set your intentions, bucket lists, goals etc for 2016 and we sure hope to hear from you on your gamification journeys in 2016!
Have an awesome celebration from old to new and let’s talk gamification very soon!
Gamification stuff we love: become an investigative journalist
Coming from a media family with my mum in advertising and my dad a journalist, I have often seen first hand how news and advertising is made, which I very much enjoyed and it also influenced some of my career and study choices. I did at one point consider journalism as a career, but then opted for marketing instead and the more varied life as a business transformation consultant. Saying that media has kept me interested.
If you ever wondered how news is made by investigative reporters then Al Jazeera created your way of experiencing first hand how it works in their Pirate Fishing mission. You basically start of as a junior reporter and you are given a mission to complete should you choose to accept it. By watching video’s and collecting evidence you build up your story. Along the way you move up the levels to senior reporter and collect specific badges for achievements.
I enjoyed playing it and learning about a very real issue that is still playing out today. I challenge you to play too and experience if you would be cut out to be an investigative journalist of note: www.aljazeera.com/piratefishing. The interactive experience is based on an original documentary made by Juliana Ruhfus and is aimed to encourage potential digital journalist to learn what it takes to develop a news story of this kind.
From a gamification perspective it has elements from a first person game, missions, levels, collectibles and badges. I found the whole combination of elements highly engaging and they kept me moving forward even if originally the topic if it was presented to me dry without challenge or mission I may have actually skipped it.
What have you experienced when you tried out your investigative reporting skills?
Gamification stuff we love: Gaminomics
It is rare I comment on an event before it happens, but I will promise to update my post next week, when I have caught some insights from it. Basically Gaminomics is call all innovators, creators and developers with an interest in game design and gamification to come and learn and play.
The ambition is to share projects, techniques that have worked and not worked and some news from great start-ups. The reason why I am on one side gutted, because I can’t make it the whole day because of client commitments, is that the range of projects presented is coming from some very good sources. I know some of the projects from Cancer Research but equally some of the materials from Disney and other big names mentioned. Those projects are great showcases and I would love to hear the insider story and the lessons learned along the way. Not only are some of these presented but equally available to play and view demo’s of.
I also see a list of great and interesting start-ups, most of whom I haven’t come across, but they do seem really relevant. So I am going to do my best to finish early on the 11th of June and make sure I at least get the scoops of the day at the tail end of it. If this has tickled your fancy you book your place here. What’s even better the great people from Gaminomics are offering all my followers a 50% ticket discount if you put in the following code GAMIFICATION_VIP. If you clicked the link above to book your place the discount should be automatically displayed.
I promise to keep you posted on my insights after the event also. Let us know your insight in the comment section after the event also.
Gamification stuff we love: Top 3 Apps for your New Years Resolutions
With the turn of another year upon us, we are seeing reviews of the top events of the year, so we wouldn’t want you to miss out. I have created my top 3 in Apps that I found useful in supporting New Years Resolutions. In my work as a coach I usually encouraged people to set 90 day plans and then break them down into either daily or weekly missions, weekly works best for me I also have a weekly overview diary to go with this as opposed to daily which for me was too narrow a window.
During the course of this year I have been trying out a number of apps to help with getting things done consistently based on a goal I have set. Some I downloaded, used once or twice and then deleted, unfortunately that is very much the faith of most apps and those haven’t made the ranking. A few I have kept dipping in and out of and here they are in my personal order of preference:
1. Rare Candy
Rare Candy allows you to set a skill you would like to master or improve and then every time you practise it you enter the time you spent on it. So for example mastering gamification for me means reading articles books, taking courses, researching projects, delivering projects, following others in the field and also blogging on the topic. You can use the app to track the time you spend on that particular skill development or enter time blocks, which is what I tend to do. The App has cool graphics let’s you decide what you want to master and your activity earns you points to spend in the app to make it look better. It also contains dailies, which again you choose and these are little actions you do every day like for example drinking 3 glasses of water, entering something in an achievement journal, etc. You are given a level and a superhero character that reflects the same, which is fun and kept me going to achieve more.
2. Super Better
I keep dipping in and out of this app, basically because there are lots of fun and easy things included in the base app, which I wouldn’t do regularly unless I had the app, such as hug yourself or someone else, dance to the music, things like the friendly mirror (find something nice about yourself, girls you may want to include this one), etc. The app itself is fun to use and draws me back in for that very reason. You can set yourself quests and earn power-ups which then earn you points for levelling up. You can discuss your bad guys, quite a good one for people into coaching to become aware of the bad things that trip you up and steer you of track and you can set up allies, which again if you are being coached that person may be a great ally, but this could also be a trusted friend or family member or both. They can in turn suggest activities etc. The app explains the science behind it also for those of you curious about why it works.
I dedicated a previous blog post in this column about it and have to say it remains one of my favourites.
I downloaded Moodkit quite some time ago when doom and gloom were easier than happy and it helped tracking mood swings and events that triggered them. This app has the least gamification of all three apps, it only has a mood tracker where you rate your mood out of 10 and it shows a chart of how it has progressed. However the app does contain a great amount of information on enhancing your mood with suggestions and also areas to focus on such as enjoyment, productivity, social, physical and healthy habits. You again as in the previous app commit to a number of actions and track how you are doing in the in app journal and you decide when it is completed. When you indicate completion of a commitment, it asks you how you engaged in the activity and also what impact it had on your mood. I like it for the focus it gives and the amount of information that is contained within.
This concludes my top 3 apps for keeping New Years Resolutions, however I would love to hear what helps you and which apps keep you going.
Gamification stuff we love: The Pain Squad
The Pain Squad was developed to assist children in keeping a daily journal of their pain whilst undergoing cancer treatment. Doctors and nurses had found that due to the nature of the treatment, children were often too tired to fill in a report, yet the data is invaluable for both the treatment and further research into the disease.
They designed an app that is easy to use and has a game like feel. they hired actors from police shows on television to record motivational messages when they reached a significant new mile stone or level. The patient is put in a first person driving seat in the case agains battling pain and is an active part of the Pain Squad. They earn badges and complete levels when they consistently enter their journals. The app also sends a reminder twice per day to record your case findings.
Motivationally having some element of being in charge whilst being sick is in my view a strong pull to engage with the app. Secondly the fact that they chose a police theme also concurs with the feelings of anger and frustration at pain and against the illness.
Have a look at the video to find out how it is affecting patients and their families:
What other applications have you come across to assist with treatments?
Gamification Stuff we Love: Playmob for Enterprise
Playmob offers the opportunity for gamers to donate some of their in-game purchases to charity. I had the pleasure to listen to a panel discussion last week for Women in Wireless: Women in Gaming and Jude Ower the CEO of Playmob was one of the ladies on the panel. We spoke afterwards and she explained in addition to great support from within the gaming industry with for example Angry Birds creator Rovio integrating their offering, they are increasingly receiving enquiries from the corporate sector.
In my view when you examine player types and zone in to the philanthropist player, the fact that their purchases and/or achievements may contribute to great causes is an inherent motivator for these kinds of players. It seems to me a perfect blend for corporate sustainability projects and enterprise gamification efforts, hence I will be making sure partners I team up with also hear about this option.
In some organisations I am aware that gamification is earning employees virtual currency, which can then be turned into either benefits or physical branded products, I am sure adding the charitable option also, may well be the motivator for some people to give an extra effort.
Here is what the current version of Playmob for gaming has achieved so far:
What charity would your gamification efforts support?
Gamification campaigns we love: Earn your jacket
It is always fun to see an element of surprise, when companies take their gamification to an extreme level. I guess culturally this example will not work everywhere, but my guess is that it is in the same area where tv-shows such as Takeshi’s Castle are popular. The example is set in North Korea under the heading ‘Never stop exploring’.
Have a look at the clip below:
When left to your own devices in a shop, you may or may not buy. But earning a jacket in a challenge is definitely a whole new level of fun. It is putting into practise mischief by the store assistant and relying on the motivation of unsuspecting shoppers to go for it. It is fun to watch how their motivation changes as the challenge becomes clear. The reward seems to be in proportion with the challenge and the effort based on their reactions.
Then again if you earned yourself a coat this way, you would probably be talking about it for some time. From a branding perspective and interesting strategy and aligned with brand values of this company.
I am not sure if this would work in a European setting and also the shoppers seemed to have been well preselected and able to climb.
Would you take part in this kind of challenge?