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    <title>ZDNet | Gamification Blog RSS</title>
    <description>Latest blogs in Gamification</description>
    <language>en</language>
    <copyright>ZDNet</copyright>
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    <pubDate>Wed, 22 May 2013 22:31:00 -0700</pubDate>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/google-zerg-rush-and-let-the-game-begin/714]]></link>
      <title><![CDATA[Google 'Zerg Rush' and let the game begin]]></title>
      <description><![CDATA[If you head to Google today and search for 'Zerg Rush,' you’ll get the appropriate search results and soon find your page bombarded by an onslaught of 'O's that will eat away at your results.]]></description>
      <pubDate><![CDATA[Fri, 27 Apr 2012 14:47:00 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-apps/">Apps</category>
      <category domain="http://www.zdnet.com/topic-google/">Google</category>
      <category domain="http://www.zdnet.com/topic-hardware/">Hardware</category>
      <media:text type="html"><![CDATA[<p><span  /></a>
If you head to Google today and search for 'Zerg Rush,' you’ll get the  appropriate search results and soon find your page bombarded by an onslaught  of 'O's that will eat away at your results. </span>
</p>

<p><span  There’s an option to share your  score on Google+, or clear the screen and try again. </span>
<p  /></a></p>
</p>

<p><span >I'm not sure there's a practical method, or reason, for gamifying the search engine -- it's usually a very transactional experience. But, if there’s any way to make using a search engine more fun, I have yet to think of a better example than this, along with the often delightful Google Doodles. Bravo, Google. Bravo.</span>
</p>]]></media:text>
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    <item>
      <guid isPermaLink="false">6265000711</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/green-gaming-for-earth-day/711]]></link>
      <title><![CDATA[Green gaming for Earth Day ]]></title>
      <description><![CDATA[It’s  hard to argue about the evils of gamification when it’s being used to  inspire people and corporations to act responsibly, whether that’s to  improve your waistline, learn basic mathematics or, in the spirit of  Earth Day, to go green. There  have been many programs, both online and in the real world, that have  offered cash for recycling cans, or discounts in exchange for used ink  cartridges.]]></description>
      <pubDate><![CDATA[Sun, 22 Apr 2012 22:17:11 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <media:text type="html"><![CDATA[<p><p  /></a></p>
</p>

<p><span >It’s  hard to argue about the evils of gamification when it’s being used to  inspire people and corporations to act responsibly, whether that’s to  improve your waistline, learn basic mathematics or, in the spirit of  Earth Day, to go green. </span>
</p>

<p><span >There  have been many programs, both online and in the real world, that have  offered cash for recycling cans, or discounts in exchange for used ink  cartridges. ‘Green gamification’ has spread to the web and on Facebook  as well, although it’s perhaps not as high-profile as it deserves to be. </span>
</p>

<p><span >Recyclebank</a>, a web-based program that  gives consumer points for doing things like reading green articles,  recycling at home and making greener purchases (like saving paper by  buying a Barnes &amp; Noble Nook tablet). Rack up enough points and then  use to them to ‘buy’ discounts on everything from lip balm to generic  discounts for larger retail outlets, such as Kmart and Macys. </span>
</p>

<p><span >Fast Company as  one of the World’s Most Innovative Companies</a> in 2012. </span>
</p>

<p><span > Practically Green</a>, which offers advice on how to  green-ify your lifestyle. </span>
</p>

<p><span >It’s  too bad that there aren't some more recent high-profile examples of  green gamification or green gaming, and I would love to see some new  attention paid to this space. Earth Day only comes once a year, but  there’s no reason we can’t encourage people with related games and  interactive features all year long.
</span>
</p>]]></media:text>
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    <item>
      <guid isPermaLink="false">6265000709</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/gesture-control-from-kinect-games-to-samsung-smart-tv/709]]></link>
      <title><![CDATA[Gesture control -- from Kinect games to Samsung Smart TV]]></title>
      <description><![CDATA[The  first really major consumer hardware application for gesture control  was Microsoft's Kinect. This high-tech camera accessory plugged into an  Xbox 360 to add gesture and motion control, as well as voice commands to  the popular game console.]]></description>
      <pubDate><![CDATA[Wed, 18 Apr 2012 12:34:30 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-hardware/">Hardware</category>
      <category domain="http://www.zdnet.com/topic-samsung/">Samsung</category>
      <media:text type="html"><![CDATA[<p><span >The  first really major consumer hardware application for gesture control  was Microsoft's Kinect. This high-tech camera accessory plugged into an  Xbox 360 to add gesture and motion control, as well as voice commands to  the popular game console.</span>
</p>

<p><span >What  made Kinect interesting, was that it wasn't pitched as a game-only  device, and in fact, recently we've heard more about its use as a  multimedia remote control than any new video games. (One exception is  the brand-new Kinect Star Wars game, which is about as much of a train  wreck as it sounds -- although the especially goofy song parody dance  mini-game is pure red meat for nerds).</span>
</p>

<p><span >But,  Kinect hasn't been a huge game-changer, even though about 18 million  units have shipped (note, that's shipped, not sold), since its release  in November 2010, and we haven't seen too many other attempts to build  devices around hand gestures since.</span>
</p>

<p><span >Smart  TV</a>, which involves building a small webcam into the bezel of a  TV and using it to translate hand waves and spoken words into action.  Can it add some game-like sizzle to the normally tedious work of  pressing remote control buttons (we ask with tongue planted firmly in  cheek)?</span>
</p>

<p><span >In  hands-on testing, the Smart TV voice and gesture control features  routinely mis-heard commands, and the gesture commands were laggy, when  they were properly received at all.</span>
</p>

<p><span >It's  a shame, because not only is simple voice a gesture control a staple of  sci-fi movies and TV shows, but if done right it could actually be very  useful for both games and everyday tasks, and could certainly help  build game-like experiences into all kinds of situations.</span>
</p>]]></media:text>
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      <guid isPermaLink="false">6265000705</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/nike-fuelbands-quest-to-turn-every-day-into-a-game/705]]></link>
      <title><![CDATA[Nike Fuelband’s quest to 'turn every day into a game']]></title>
      <description><![CDATA[The  Nike+ FuelBand has appeared on my radar several times from several  sources over the past few weeks. In each case, this high-tech  exercise-tracking wristband has so inspired the people who use it that  they're inventing their own games to play with it.]]></description>
      <pubDate><![CDATA[Sun, 01 Apr 2012 21:31:26 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-cxo/">CXO</category>
      <category domain="http://www.zdnet.com/topic-it-employment/">IT Employment</category>
      <media:text type="html"><![CDATA[<p><p  /></a></p>
</p>

<p><span >Nike+ FuelBand</a> has appeared on my radar several times from several  sources over the past few weeks. In each case, this high-tech  exercise-tracking wristband has so inspired the people who use it that  they're inventing their own games to play with it. If that's  not an engaging user experience, I don't know what is. </span>
</p>

<p><span >If  you haven't seen it, the FuelBand looks like a black rubberized  bracelet when it’s off, but turn it on and it transforms into a  pedometer on steroids, tracking standard stuff like steps, calories and  the time, as well as letting the wearer set daily goals and tracking how  much ‘fuel’ you’ve earned for the day ('fuel' is a Nike-created  measurement based on the amount of oxygen taken in per day). The device  connects wirelessly to a mobile app, allowing you to have access to your  stats whenever the mood strikes, and offers some basic information  sharing with friends. </span>
<span >At  $150 a pop, these bands are a little on the pricey side, reserved for  those with a certain level of disposable income. That hasn’t stopped  people from going out in droves and buying them - this must-have device  is sold out online and the NikeTown in Manhattan is delving them out  daily on a limited basis.</span>
</p>

<p><span >An  interesting side effect to this tracking device is, not only does it  let you turn your day-to-day activities into sharable information, with  some very light game-like or competitive elements, but it also has  inspired wearers to create their own games in the form of competition  that happens while standing around the watercooler. </span>
<p  /></a></p>
</p>

<p><span >I  witnessed a handful of coworkers comparing the amount of Fuel they had  accumulated for the day and deciding to meet up after lunch to compare  stats again. In other NYC offices, I've spoken to people who are setting  up their own challenges among coworkers, tying into natural workplace  competition and general bragging rights. </span>
</p>

<p><span >Virgin HealthMiles</a>, for  example, does this now -- with a junky pedometer rather than a high-tech  wristband -- and the winner gets points, which eventually translates  into real-life cash. </span>
</p>

<p><span >Nike  continues to lead the way in hot high-tech hardware for motivating  people to improve their health, but the entire Nike+ platform could  really use a much more game-centric approach. But if the FuelBand  continues to build its cult status, either Nike, or someone else, will  surely build it. </span>
</p>]]></media:text>
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      <guid isPermaLink="false">6265000702</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/draw-something-seems-to-be-onto-well-something/702]]></link>
      <title><![CDATA[Draw Something seems to be onto, well, something]]></title>
      <description><![CDATA[Unless  you've been hiding out under a rock (and even then) chances are you're  at least aware of the hit new mobile/social game called Draw Something.  From casual game-maker OMGPOP (now officially a part of Zynga), this iOS  game is best described as Words With Friends meets Pictionary.]]></description>
      <pubDate><![CDATA[Thu, 22 Mar 2012 11:39:35 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <media:text type="html"><![CDATA[<p><a href="/i/story/62/65/000702/lady-gaga-draw-something.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000702/lady-gaga-draw-something.jpg" width="290" height="434" class="alignRight size-full wp-image-703" /></a><span >officially a part of Zynga</a>), this iOS  game is best described as Words With Friends meets Pictionary. Or, put  another way, its an asynchronous social game where one player sketches  out clues and the other tried to guess what the drawing represents. </span>
</p>

<p><span >More  importantly, at least as far as we are concerned, is that this gaming  app has been downloaded more than 20 million times in five weeks,  according to the company. This past Sunday, OMGPOP says 4.5 million  people played Draw Something between 8pm and 9pm ET, and  celebrities are Tweeting about it and looking for people to play with. </span>
</p>

<p><span >Whenever  we see a novel gaming mechanic, especially one with a strong social  element, we have to wonder how else it could be put to use. Draw  Something is especially worth studying, as most of the content, and  indeed the interaction, is user-generated. The game itself provides a  hook into Facebook for finding friends to play with, and, well, a list  of words to draw, and that's about it. It's up to players to figure out  how to interpret the words into drawings, and then keep up with the  back-and-forth picture swapping with friends.</span>
</p>

<p><span >That's  a level of engagement that both game makers and marketers usually only  dream of. If you were promoting a movie or TV program, imagine the  engagement offered by getting fans and potential fans to draw out scenes  and characters and quiz each other with them. Or picture (no pun  intended) Draw Something recast as a promotional game for a product or  service. </span>
</p>

<p><span >To  not seem tacked on, it would have to be a very clever hook, to be sure,  or offer some kind of rewards system, but it's certainly more inventive  than badges and location check-ins. And branded offshoots of social  games have certainly worked for Angry Birds (Rio) and Fruit Ninja (Puss  in Boots). </span>
</p>

<p><span >A  left-field social gaming app hit always gives us a chance to see what  new ideas have true viral potential, and how we can expand on them to  move beyond pure gaming. If Draw Something the biggest gaming hit of the  year, or is it just a fad that will soon dry up? Let us know what you  think in the comments section below. </span>
</p>]]></media:text>
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      <guid isPermaLink="false">6265000698</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/zombies-run-for-ios-turns-your-workout-into-a-real-life-action-adventure-game/698]]></link>
      <title><![CDATA[Zombies, Run for iOS turns your workout into a real-life action adventure game]]></title>
      <description><![CDATA[It doesn't matter where you run.It doesn't matter how fast you run.]]></description>
      <pubDate><![CDATA[Sat, 17 Mar 2012 18:28:37 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-apple/">Apple</category>
      <category domain="http://www.zdnet.com/topic-mobile-os/">Mobile OS</category>
      <media:text type="html"><![CDATA[<p><p >It doesn't matter where you run.</span>
<span >It doesn't matter how fast you run.</span>
<span >It doesn't matter how far you run.</span>
<span >Just run.</span></em>
</p>

<p><span >Zombies Run app for iOS</a>, an adventure game of  sorts designed to encourage people to run like hell. Joggers turn on the  app and in addition to listening to their usual musical soundtrack,  they’re encourage to run longer and faster with a storyline about  ‘Runner 5’ who is the unlucky sucker that has been sent out into the  zombie infested open to collect supplies for a base of surviving humans. </span>
</p>

<p><span >While  moving, the runner will automatically collect supplies, such as  weapons, ammo, medical equipment, as well as notes and recorded messages  that give clues to how the world turned into an undead all-you-can-eat  buffet. Occasionally, zombies will catch up with the runner (cued by  progressively louder moans in the app), which means that it’s time to  run as fast as possible to escape. If advancing zombies don’t encourage  someone to pick up their gait, what will?</span>
</p>

<p><span >Once  the run ends, Zombies Run will let you know all of the typical running  app stats,  i.e. distance, time, pace and calories burned, as well as what supplies  you collected on your run, which you then must determine how to  distribute them to the other survivors on your base. Do they go to  doctors or to soldiers?</span>
</p>

<p><span >Run for Your Lives</a> (both 5K runs with obstacles, the latter with actual  people dressed as zombies chasing after you) to create something that,  while it might be too gimmicky for long-term use, will certainly genre  fans some new inspiration to stay physically fit. At the very least, if  there’s a zombie apocalypse, users of this app will be prepared. </span>
</p>

<p><span >Tying  game mechanics in with fitness goals is an increasingly common idea in  our era of the Nintendo Wii and Microsoft Kinect -- but few examples  have done it so effectively yet simply -- and the concept seems  infinitely expandable to other genres and audiences (something related  to shopping, or a perhaps fantasy sports league, as examples).</span>
</p>

<p><span >Zombies,  Run is available on the App Store for $7.99 and will be available on  Android in the Spring. It’s also worth noting that this project got off  the ground on Kickstarter, raising $72K from 3,400 backers. </span>
</p>]]></media:text>
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      <guid isPermaLink="false">6265000695</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/badgeville-rolls-out-gamification-sdk-for-ios-android/695]]></link>
      <title><![CDATA[BadgeVille rolls out gamification SDK for iOS, Android]]></title>
      <description><![CDATA[If you’ve been thinking, “Hmm, how can I gamify my mobile apps?” -- BadgeVille purports to have the answer.]]></description>
      <pubDate><![CDATA[Tue, 06 Mar 2012 17:00:50 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-apple/">Apple</category>
      <category domain="http://www.zdnet.com/topic-mobile-os/">Mobile OS</category>
      <media:text type="html"><![CDATA[<p><a href="/i/story/62/65/000695/badgeville-art.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000695/badgeville-art.jpg" width="544" height="416" class="aligncenter size-full wp-image-696" /></a>
</p>

<p>If you’ve been thinking, “Hmm, how can I gamify my mobile apps?” -- <a href="http://badgeville.com/" target="_blank">BadgeVille</a> purports to have the answer. Today, the company officially releases its Mobile Software Development Kit for iOS and Android devices.
</p>

<p>“Gamification’s greatest potential is in its ability to track and reward user behavior across any device or application, whether that be on web, mobile, or connected device,” says BadgeVille CEO Kris Duggan.
</p>

<p>Deloitte &amp; Touche, a name brand financial consulting firm, has employed BadgeVille mobile to enable geo-location, which works in conjunction with an internal system where consultants are rewarded for checking in, FourSquare-style, when they visit clients. While the idea of your bosses being able tracking your every move sounds a little Big Brotherish, Duggan says that the Deloitte program has injected a little more fun, e.g. friendly competition, into employees’ jobs and helped the consultants from different parts of the company connect in ways they hadn’t before.
</p>

<p>BadgeVille is the first to release an mobile gamification SDK on the market, not counting game-centric applications like Apple’s GameCenter and GREE. “Those are for companies who want to be part of a game network,” Duggan says, “but what if you’re a brand or a media company?” There’s nothing out there that can satisfy that demand, he says.
</p>

<p>Considering how many people tote around smartphones and tablets these days (Morgan Stanley reports that by 2014, mobile web usage will dominate traditional desktop usage), it only makes sense to assume that companies are pushing harder than ever to establish a mobile presence, and possibly a gamified mobile presence at that.
</p>

<p>BadgeVille might be the first company with a mobile SDK, but I’m sure we’ll see like-minded companies following suit in the not-too-distant future.
</p>]]></media:text>
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      <guid isPermaLink="false">6265000690</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/its-game-on-for-ipads-in-nyc-taxis/690]]></link>
      <title><![CDATA[It's game on for iPads in NYC taxis ]]></title>
      <description><![CDATA[A recently approved proposal to allow iPads to be installed in NYC taxis offers some very interesting possibilities, putting what may be the world's most popular game-playing gadget potentially in front of millions of taxi riders.?? Before getting too excited, note that this is just a year-long pilot program, currently approved for 30 cabs in New York (out of about 13,000 total).]]></description>
      <pubDate><![CDATA[Sat, 03 Mar 2012 23:00:07 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-mobility/">Mobility</category>
      <media:text type="html"><![CDATA[<p><a href="/i/story/62/65/000690/ipadtaxi.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000690/ipadtaxi.jpg" width="600" height="366" class="aligncenter size-full wp-image-693" /></a>
</p>

<p>A recently approved proposal to allow iPads to be installed in NYC taxis offers some very interesting possibilities, putting what may be the world's most popular game-playing gadget potentially in front of millions of taxi riders.?? Before getting too excited, note that this is just a year-long pilot program, currently approved for 30 cabs in New York (out of about 13,000 total).
</p>

<p>The New York Taxi and Limousine Commission is primarily interested in the iPad's credit card capabilities, and the tablets will be use Square's hardware and software to process payments (all NYC cabs currently accept credit cards, but the system can be clunky and hard to use at times).
</p>

<p>Games aside, this is still great news for future taxi riders. Two companies currently supply the touchscreen monitors found in the back of nearly every cab, VeriFone Media and Creative Mobile Technologies. Both companies stream a variety of news and advertising (mostly advertising, really), along with weather and traffic information, and an interactive GPS map.
</p>

<p>But, in actual use, these current-generation screens are almost universally hated, as any taxi rider blasted by high-volume TV commercials while stuck in traffic will tell you. The screens are slow to respond, and the controls often crash, leaving you with no way to turn them off or even mute them. And, if you do manage to turn off the screen, just brushing a knee up against it (almost impossible to avoid in many cabs) will turn everything back on.
</p>

<p>Hopefully, a seat-mounted iPad will work much better, and be less crash-prone. ??There's no indication yet just how locked-down, software-wise, these new iPads will be. Presumably, they'd have a custom app pre-loaded to stream the same news and information taxi riders are used to getting, but allowing games would be an even better idea. ??Sure, a few rounds of Angry Birds or Fruit Ninja would be fine, but the possibilities for interactive games actually related to your taxi ride is even better. Quizzes or trivia games could use GPS data to ask specific questions about the part of town you're in, or even offer a virtual tour guide.
</p>

<p>Even bolder, a savvy marketer could create an advertorial-like game experience with badges or credits. Build up enough during one or several rides, and you could earn a dollar or two off your cab fare.
</p>

<p>Of course, these are all hypothetical examples, and it's more likely the risk-averse TLC would not take kindly to ideas like that, but once iPads start showing up in taxis, I'd wager it's inevitable in the long run.
</p>

<p>What kind of interactive game experiences do you think would work in an iPad-equipped taxi? share your ideas in the comments section below.
</p>]]></media:text>
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      <guid isPermaLink="false">6265000686</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/gamification-summit-2012-promises-new-inspirational-format/686]]></link>
      <title><![CDATA[Gamification Summit 2012 promises new 'inspirational format']]></title>
      <description><![CDATA[The conference entirely devoted to the topic of using game-like mechanics to enhance real life is back, and will be held in San Francisco June 19-21.The three-day conference, called The Gamification Summit 2012, will include a new 'inspirational format' where there will be no panels.]]></description>
      <pubDate><![CDATA[Sat, 03 Mar 2012 22:45:53 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <media:text type="html"><![CDATA[<p><a href="/i/story/62/65/000686/gabe-jane.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000686/gabe-jane.jpg" width="620" height="324" class="aligncenter size-full wp-image-687" /></a>
</p>

<p>The conference entirely devoted to the topic of using game-like mechanics to enhance real life is back, and will be held in San Francisco June 19-21.
</p>

<p>The three-day conference, called The Gamification Summit 2012, will include a new 'inspirational format' where there will be no panels. Instead, speakers will deliver an "18-minute, data- and insight-filled talk" followed by  Q&amp;A and lots of networking. There will also be hands-on workshops and companies showing off new products.
</p>

<p>As for what’s been happening in this area lately: “Gamification has long been associated with consumer marketing, but its effects are now reaching much further - to areas such as Loyalty, Enterprise/HR, Healthcare, Education, Research &amp; Development, and more,” GSummit Chair Gabe Zichermann says.
</p>

<p><a href="/i/story/62/65/000686/logo1.png" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000686/logo1.png" width="275" height="100" class="alignRight size-full wp-image-688" /></a>The show will focus on the long arms of Gamification, and a few of the bigger name keynotes will expand on that.  Salesforce CSO JP Rangaswamci will discuss how to use gamification to inspire employees to be more innovative, and United Mileage Plus Director Dave Anderson will talk about modern-day loyalty programs.
</p>

<p>If this is something you're interested in for your business, this summit seems worth your time and money (FYI, both of last year's shows were sold out). The idea of a panel-free conference is also intriguing, though wouldn’t it seem appropriate that a gamification summit include some form of, ya know, gamification to inspire participation? I vote for a conference-wide scavenger hunt.
</p>

<p>To register for the 2012 Gamification Summit, go here: <a href="http://www.gsummit.com/register/">http://www.gsummit.com/register/</a>. Do it before March 31 to score the EarlyBird discount.
</p>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/game-makers-play-the-kickstarter-game/680]]></link>
      <title><![CDATA[Game makers play the Kickstarter game]]></title>
      <description><![CDATA[Over the past week we’ve witnessed a fascinating phenomenon in games. Double Fine, a game developer run by lauded game maker Tim Schafer (Secret of Monkey Island, Psychonauts), asked fans to directly invest in its next big project.]]></description>
      <pubDate><![CDATA[Sun, 19 Feb 2012 21:02:07 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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</p>

<p><span >Kickstarter</a>. </span>
</p>

<p><span >For the few out there who aren't up to speed on this cash-raising platform, Kickstarter is a web service that launched in 2008 and allows creators of pretty much anything pitch their product to the masses, and hopefully everyday folk, like you and me, will spend our hard-earned cash funding whatever sounds worth our time. </span>
</p>

<p><a href="/i/story/62/65/000680/kickstarter-double-fine-pledges.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000680/kickstarter-double-fine-pledges.jpg" width="278" height="567" class="alignRight size-full wp-image-682" /></a><strong><span >this board game about sourcing coffee</a>, offer a logoed tote bag and tumbler for anyone that spends $25 and up, and a prototype of the game for anyone who spends $200 and up. </span></strong>
</p>

<p><span >I reached out to Kickstarter and asked for more details on how and why this feature came to fruition. A company rep says the following: </span></strong>
</p>

<p><span >“There's always a value exchange between backers and creators on Kickstarter... Rewards that bring backers and creators closer together or offer behind the scenes access to the creative process tend to be popular. Beyond rewards, backers enjoy the journey as the project progresses and the bragging rights that come with getting a project they believe in off the ground.”</span>
</p>

<p><span >To use a personal anecdote, I was tempted to give $100 to the Double Fine project just to have my name included in the final product’s credits. But, with a new baby and the expenses associated with that, I decided to stick with pledging $15 instead (which makes me a responsible parent and secures me a copy of the game when it comes out.). </span>
</p>

<p><span >So, if you have an idea for a game or a gamification approach to something else, is Kickstarter something you'd consider to raise the money needed for your project? By offering one-of-a-kind support tiers with special real-world and/or virtual prizes (which fans would hopefully race each other to take advantage of first), it's possible to make even the funding of a game into a game itself.</span>
</p>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/gamification-still-a-bad-word/676]]></link>
      <title><![CDATA[Gamification: Still a bad word]]></title>
      <description><![CDATA[Bring  up the word ‘gamification’ to many game makers and you’ll get a common  response -- a facial expression that’s similar to what you might have  after accidentally stepping in dog droppings on the street. Google  ‘Gamification, bad word’ and you’ll find your share of diatribes  against this whole trend, though the problem seems to be less about the  idea -- using game-like mechanics to change behavior -- and more about  the term used to describe it.]]></description>
      <pubDate><![CDATA[Sun, 12 Feb 2012 20:06:42 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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<p><span >Bring  up the word ‘gamification’ to many game makers and you’ll get a common  response -- a facial expression that’s similar to what you might have  after accidentally stepping in dog droppings on the street. </span>
</p>

<p><span >Google  ‘Gamification, bad word’ and you’ll find your share of diatribes  against this whole trend, though the problem seems to be less about the  idea -- using game-like mechanics to change behavior -- and more about  the term used to describe it. </span>
</p>

<p><span >same content devoted to the topic</a>, but instead of using the dirty  G-word, that portion of the event is simply called Game IT (a name that  GDC Director Meggan Scavio tells me that hasn’t won over any fans  either). </span>
</p>

<p><span >author  Jane McGonigal argues</a> -- change the world. </span>
</p>

<p><span >I  tend to agree with McGonigal. Gamification, or whatever word you want  to use to describe it, can be used for powerful stuff. Take, for  example, the countless diet and fitness apps that make a game out of  getting healthy. Since I don’t make games, I guess I’ll never quite  understand the visceral reaction -- kind of like a vampire running into a  room filled with garlic -- that some traditional game makers have to  this whole movement. Sure, I can appreciate the argument that it’s a  bastardization of an art form, etc., but in a lot of ways, it’s also a  unique opportunity to apply those skills in a way that touch people in  truly meaningful -- even life-saving -- ways.</span>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/gaming-is-still-the-wild-west-according-to-this-ex-zynga-programmer/673]]></link>
      <title><![CDATA[Gaming is still the Wild West, according to this ex Zynga programmer]]></title>
      <description><![CDATA[In  one of those rare, only-on-the-Internet moments, an anonymous former  Zynga employee has opened the floodgates, speaking in great detail about  his experiences, both good and bad. The  question-and-answer session, hosted on reddit, has already cased a  firestorm of controversy, and it should be required reading for anyone  interested in gamification, casual and social games, or the interactive  entertainment industry in general.]]></description>
      <pubDate><![CDATA[Tue, 07 Feb 2012 12:02:05 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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</p>

<p><span >In  one of those rare, only-on-the-Internet moments, an anonymous former  Zynga employee has opened the floodgates, speaking in great detail about  his experiences, both good and bad. </span>
</p>

<p><span >reddit</a>, has already cased a  firestorm of controversy, and it should be required reading for anyone  interested in gamification, casual and social games, or the interactive  entertainment industry in general. </span>
</p>

<p><span >As  with all anonymous postings, the details offered here should be viewed  skeptically, but the original poster did publish scans of some of his  employment documents as evidence of his employment at Zynga. </span>
</p>

<p><span >Here are a few of the highlights:</span>
</p>

<p><span >What kind of creepy stuff went on?</span>
<span >Spying  on players. Getting intimate gaming data, their habits, their networks,  and how to effectively monetize given X. Another issue was skewing  gameplay for the sake of profit, example; I actually resorted to BAD  MATH, to make the case for making a feature more fun. At the end of one  sprint, a QA dude was complaining about the drop rate of a specific item  being absurdly insane, and therefore UnFun. I looked at the code, and  tweaked some values, gave it back to QA guy, and fun was restored.  Product Manager overrides this, goes for unfun, yet more profitable  version.</span>
</p>

<p><span >Just how data driven is Zynga? How much do the PMs rely on metrics to craft the games?</span>
<span >EVERYTHING.  I have a hook into every piece of new data and user involved feature. I  have to report the data at all times. PMs rely on metrics more for  office politics, not science, not game design. Zynga is a marketing  company, not a games company.</span>
</p>

<p><span >Dream Heights</a> is a new Zynga game widely accused of ripping off a similar indie game  called Tiny Tower)</span>
<span  codebases at Zynga is  Mafia Wars 2 and maybe Poker, the rest of their tech was just bought from  small studios. Look up Dextrose Engine. To me, that's utterly creepy.  They try to choke out the competition by gating all these engines and  tech.</span>
</p>

<p><span >find it here</a>. The most  important takeway is that, no matter how much the game elements are  emphasized, social games are still extremely data driven,  especially compared to traditional PC and console games. </span>
</p>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/whats-your-super-bowl-gameplan/662]]></link>
      <title><![CDATA[What's your Super Bowl gameplan?]]></title>
      <description><![CDATA[To  be honest, I have a lot more interest in the high-profile Super Bowl  commercials than the Super Bowl itself. But football is, under all the  money and hype, still a game, and the natural question to ask is, how do  we tie interactive and/or video games in with this once-a-year cultural  experience?]]></description>
      <pubDate><![CDATA[Fri, 03 Feb 2012 13:47:00 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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</p>

<p><span >To  be honest, I have a lot more interest in the high-profile Super Bowl  commercials than the Super Bowl itself. But football is, under all the  money and hype, still a game, and the natural question to ask is, how do  we tie interactive and/or video games in with this once-a-year cultural  experience? </span>
</p>

<p><span >pre-Super-Bowl  simulation</a>. In the just-played official EA match, the Giants defeated  the Patriots, 27-24. A reasonable potential outcome, but keep in mind  that the Madden simulation was wrong last year, when it predicted that  the Pittsburgh Steelers would beat the Green Bay Packers. </span>
</p>

<p><span ></a>
</p>

<p><span >animated film  'Rio,' featured a code</a> that viewers could use to unlock new levels in  one of Rovio's insanely popular Angry Birds games. </span>
</p>

<p><span  or some other such inoffensive, and legally  allowable phrase, meaning you don't need to bean official licensee to  surf on the wave of Super Bowl excitement. </span>
</p>

<p><span ) gaming tie-ins have you seen? (I suppose  Fantasy Football is probably the most obvious game mechanic applied to  football, but that largely concerns the regular season.) Is it even  worth trying to gamify the biggest game experience of the year? Let me  know what you think in the comments section below. </span>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/trend-alert-hidden-object-games/654]]></link>
      <title><![CDATA[Trend alert: Hidden Object Games]]></title>
      <description><![CDATA[Spending much of my time delving into the trends driving social and casual games, it's worth noting a slow-burn development that may be of use to gamification developers. The once lowly Hidden Object Game, or HOG, has come to eclipse farming/city building/etc.]]></description>
      <pubDate><![CDATA[Wed, 01 Feb 2012 13:17:09 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <media:text type="html"><![CDATA[<p><a href="/i/story/62/65/000654/hidden-chronicles.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000654/hidden-chronicles.jpg" width="558" height="356" class="alignnone size-full wp-image-669" /></a>
</p>

<p>Spending much of my time delving into the trends driving social and casual games, it's worth noting a slow-burn development that may be of use to gamification developers. The once lowly Hidden Object Game, or HOG, has come to eclipse farming/city building/etc. games as the hot genre of choice.
</p>

<p><span >If you haven't seen one of these before, they've been popular as standalone web-based (or downloadable) games for some time, but until recently, the social games industry largely ignored them. The basic premise is usually the same -- a detailed scene, much like a still painting, is presented, and the player must find and click on a list of objects hidden in the details. </span>
</p>

<p><span > from Game Insight and World Mysteries from Vostu. </span>
</p>

<p><span >There's not a ton of daylight between these games, although they all attempt to wrap some kind of overall narrative storyline around the game mechanic. Zynga has even gone as far as hiring legendary adventure game auteur Jane Jensen (of the classic Gabriel Knight games) to provide narrative content for Hidden Chronicles. </span>
</p>

<p><span >Whatever the secret sauce is, it seems to be working. While some social game genres are shedding players, all four of the HOB games mentioned here have passed the million-player mark on Facebook. </span>
<p  /></a></p>
</p>

<p><span >But in the worlds of gamification and advergaming, Hidden Object games have been few and far between, but not unheard of. Dr. Pepper had a short-lived version, and things like Foursquare scavenger hunts put a real-world twist on it. </span>
</p>

<p><span >The genre seems well worth exploring, as its among the stickiest of social gaming designs. Players are forced to literally spend several minutes at a time starting carefully at their screens, taking in every detail. </span>
</p>

<p><strong></strong><strong></strong><strong><span >The challenge is to develop a version of the Hidden Object Game that serves your purposes, while providing some extra incentive to motivate players to interact with your game, rather than the many successful versions already out there on social networks, tablets, and web browsers. </span></strong>
</p>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/if-microsoft-is-considering-dropping-points-shouldnt-you/646]]></link>
      <title><![CDATA[If Microsoft is considering dropping points, shouldn't you? ]]></title>
      <description><![CDATA[So many game mechanics rely on proprietary points systems, especially gamification plays that involve collecting or loyalty card programs. Is the humble 'point' a needless level of abstraction?]]></description>
      <pubDate><![CDATA[Tue, 24 Jan 2012 21:00:03 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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      <category domain="http://www.zdnet.com/topic-hardware/">Hardware</category>
      <category domain="http://www.zdnet.com/topic-microsoft/">Microsoft</category>
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<p><a href="/i/story/62/65/000646/microsoft-points.png" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000646/microsoft-points.png" width="487" height="279" alt="Microsoft points rumored to be no more." class="size-full wp-image-647 " /></a>
</p>

<p><span >File  this under 'unsubstantiated rumors,' but a report circulating widely  this week claims that Microsoft is sunsetting its Microsoft Points  system, currently used for some (but not all) Xbox Live purchases. </span>
</p>

<p><span </span>
</p>

<p><span >That's  the only source for the story right now, and Microsoft has refused to  comment, so take that report with a grain of salt -- but it brings up an  interesting issue. So many game mechanics rely on proprietary points  systems, especially gamification plays that involve collecting or  loyalty card programs. Is the humble 'point' a needless level of  abstraction? </span>
</p>

<p><span >For  those who do not consider themselves 'gamers,' which is really the  target audience for a good mainstream gamification project, the very  idea of collecting points may seem a little too Xbox-like (or insert  your own video game reference here). Perhaps by replacing these  arbitrary points with something like real-world rewards -- product  discounts, for example -- we can form a stronger bond between the user,  the game mechanics, and the goods or services being promoted. </span>
</p>

<p><span >Of  course, Microsoft could always keep the points system for purchases,  which allows the company to charge the same amount (800 points, for  example) in different regions. And, of course, there's little chance of  dropping the Xbox Live Gamerscore, which tracks achievements across  different games for a persistent running tally of your in-game skills.  But the question should be asked: Is the arbitrary 'point' a concept  whose time has come? </span>
</p>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/why-pinterest-is-killing-it-while-your-gamification-lags/642]]></link>
      <title><![CDATA[Why Pinterest is killing it, while your gamification lags]]></title>
      <description><![CDATA[The  best gamification ideas usually come from just outside the traditional  game space (and typically not from gamification 'experts' who are too  busy adding badges and points to everything under the sun). The latest  blockbuster idea, which could easily be adapted for some really  interesting game mechanics, is Pinterest.]]></description>
      <pubDate><![CDATA[Tue, 24 Jan 2012 16:39:16 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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<p><span >The  best gamification ideas usually come from just outside the traditional  game space (and typically not from gamification 'experts' who are too  busy adding badges and points to everything under the sun). The latest  blockbuster idea, which could easily be adapted for some really  interesting game mechanics, is Pinterest. </span>
</p>

<p><span </span>
</p>

<p><a href="/i/story/62/65/000642/pinterest2.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000642/pinterest2.jpg" width="280" height="400" alt="Pinterest runs deep -- don't bother me, I'm pinning" class="alignRight size-full wp-image-644" /></a><span >Sounds  like pretty much any other social networking tool or site, but somehow  this particular one has exploded in popularity over the past few months,  after launching quietly in 2010. I think this particular implementation  works on two levels. One, it's primarily visual -- you're literally  browsing scrapbooks of interesting things (a bit like a good Tumblr  blog, in a way). Second, it appeals primarily to women, who make up the  majority of social and casual game players (and should therefore be a  key target for anyone interested in gamification). </span>
</p>

<p><span  There's not a strong game element to that particular  implementation, but it does have a points system, as well as a  user-driven recommendation system. </span>
</p>

<p><span >The  challenge is to develop a more game-centric version of this really  interesting form of visual product communication. Could websurfers pin  (or thumbtack, glue, etc.) their favorite products or uses from a brand  or company to a shared virtual space, or perhaps their favorite scenes  and characters from a film or television show?</span>
</p>

<p><span >If you've got other ideas for Pinterest-like game mechanics, I'd love to hear about them in the comments section below. </span>
</p>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/xbox-360-mashes-up-games-live-tv-social-media-and-more-in-a-major-update/630]]></link>
      <title><![CDATA[Xbox 360 mashes up games, live TV, social media, and more in a major update]]></title>
      <description><![CDATA[New Xbox 360 dashboard software update further blurs the line between games, television, and social networking]]></description>
      <pubDate><![CDATA[Tue, 06 Dec 2011 16:59:22 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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      <category domain="http://www.zdnet.com/topic-hardware/">Hardware</category>
      <category domain="http://www.zdnet.com/topic-microsoft/">Microsoft</category>
      <category domain="http://www.zdnet.com/topic-social-enterprise/">Social Enterprise</category>
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<div ><br />Starting this week, Xbox 360 owners will get a new version of the game console's dashboard software pushed to them, and this fairly radical update further blurs the line between games, television, and social networking. I've been checking out the beta version of the update for several days, and there are some interesting gamification developments in there. </span></div>
<div >

<span >It's odd to think of the video game company or device having to 'gamify' part of itself, but this is the latest step on a long road for the Xbox 360 (and indeed the entire current generation of living room consoles). Social networks such as Twitter and Facebook are already part of Xbox Live, and there's no better example of competitive badge-earning than the points and awards that come from the console's 'achievement' system. </span>

<span >It just so happens that one currently earns these achievement badges on the Xbox for playing games, but it could just as easily be for downloading music videos, buying virtual goods, or exercising with the Xbox's Kinect camera via a personal trainer program. </span>
<div><a href="/i/story/62/65/000630/new-xbox-dashboard.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000630/new-xbox-dashboard.jpg" width="549" height="309" class="aligncenter size-full wp-image-631" /></a></div>
</div>
<div ><br />This new update, besides radically overhauling the visual look of the Xbox dashboard (and actually going back to a horizontal orientation after a couple of years of a vertical menu bars), adds new TV and video services, and a Bing-branded search engine to connect them all. </span></div>
<div >

<span >The most interesting part, from my point of view, is the upcoming implementation of a new UFC app (that's the Ultimate Fighting Championship league, if you're not familiar). Essentially a combination of live streaming events and on-demand video content, there are also some potentially very interesting interactive features for anyone curious about how to gamify the TV-watching experience. </span>

<span  you'll be able to check out upcoming matchups and pick who you think the winners will be. These choices will be up loaded to leaderboards so you can compare with friends and the global audience. Especially for sports fans, this seems like a great way to engage viewers in a game-like experience, and it could be a great foothold for the Xbox 360, or other game consoles, to fulfill their long-time dream of replacing your cable box. </span>

<span  buttons on your remote control (In NYC, the local news station NY1 does this almost daily). </span>

<span >Check back for a hands-on take of the UFC interactive content and some of the other Xbox 360 dashboard updates. </span></div>]]></media:text>
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      <link><![CDATA[http://www.zdnet.com/blog/gamification/what-gamification-can-learn-from-the-holiday-seasons-biggest-games/623]]></link>
      <title><![CDATA[What gamification can learn from the holiday season's biggest games]]></title>
      <description><![CDATA[Adding  game-like elements to your product or service isn't just about slapping  a badge notifications all over everything. The key metric should always  be to actually create an experience that provides real game play and,  most importantly, fun -- even if it's in the service of a greater goal,  whether it's engaging people with a charity or with a new brand of  shoes.]]></description>
      <pubDate><![CDATA[Mon, 21 Nov 2011 02:38:36 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
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<p >Adding  game-like elements to your product or service isn't just about slapping  a badge notifications all over everything. The key metric should always  be to actually create an experience that provides real game play and,  most importantly, fun -- even if it's in the service of a greater goal,  whether it's engaging people with a charity or with a new brand of  shoes. </span></p>
<p >To  that end, it's easy to look towards Foursquare and FarmVille for clues  on how to proceed, but it's also worth a look at some of the mainstream  console and PC games that are racking up not only impressive sales ($400  million for Call of Duty: Modern Warfare 3 in its opening day), but  also incredible amounts of user engagement. </span></p>
</p>

<p><p >Call of Duty: Modern Warfare 3 </span></strong>
<span >The  key takeaway from this year's installment of this popular franchise is  not simple the massive levels of engagement, with millions of players  taking part in live war games simultaneously, it's how the brand has  grown beyond the console into areas that much more closely resemble  social media. </span>
<p >The  key new additional is Call of Duty: Elite, a companion subscription  service that works hand-in-hand with not only Modern Warfare 3 but also  other Call of Duty games. It's a web-based experience (with a console  version as well) that not only tracks your in-game statistics, but also  different interest groups you can join, additional downloadable content  for games, daily contests, and an encyclopedic help section. </span></p>
<p >Interestingly,  Elite has a freemium model. It's free to join, but only paying members,  at $49 per year, get access to the best content, or a chance to win  real-world prizes. </span></p>
</p>

<p><p >Halo: Combat Evolved: Anniversary Edition </span></strong>
<span >The  idea here is simple -- take a 10-year-old game everyone loves (or at least  has fond nostalgic feelings for), and dress it up with a new coat of  virtual paint, so it won't look painfully out of place on today's Xbox  360. </span>
<p >This  recycling of content is a smart idea, and there have been several other  examples of it in games recently. If you have some older gamification  content, there's nothing wrong with re-purposing it for a new audience,  or bringing up to speed with, for example, the latest ideas in Facebook  games. (The Facebook version of The Sims does an excellent job of this,  the Facebook version of Civilization, less so). </span></p>
</p>

<p><p >Elder Scrolls V: Skyrim</span></strong>
<span >This  game, an unlikely crossover hit considering it involves dragons and  elves, is so ambitious you could literally throw a dart at a list of its  many features and come up with a good idea. </span>
<p >Players  can ignore the main storyline for a long time, or skip it entirely, and  instead spend dozens of hours collecting pants and ingredients and  learning how to synthesize them into useful potions. Or hunting animals  for their hides, which you then turn into leather and eventually  clothing. Or you can just wander dozens of square miles of countryside,  engaging in conversations with the farmers and merchants you meet along  the way (the ones that aren't trying to kill you, of course -- it's  always important to watch out for bandits). </span></p>
<p >The  key takeaway here is to not focus exclusively on getting people to play  your game in the way that you want to to. Consumers will take the tools  you give them, and discover their own way to interact, and if you  encourage that kind of freedom, you may be rewarded with a very loyal,  engaged audience. </span></p>
<p >That's  just a few ideas we've taken away from some of the hot holiday video  game titles hitting stores right now, further emphasizing our point that  games and gamification are more than distant cousins, and each side has  much to learn from the other. </span></p>
<p >If you've seen features in mainstream  console, PC, or mobile games that could inspire or add to a gamification  project, let us know in the comments section below. </span></strong></p>
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      <guid isPermaLink="false">6265000618</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/amazon-kindle-fire-vs-apple-iphone-4s-new-platforms-for-gamification/618]]></link>
      <title><![CDATA[Amazon Kindle Fire vs. Apple iPhone 4S: New platforms for gamification? ]]></title>
      <description><![CDATA[There  most common gamification platform may be your standard PC web browser,  typically accessed via a laptop or desktop computer, but every new piece  of personal tech hardware has the potential to open up new avenues. For  example, mobile phones and tablets such as the iPad have had some  gamification success, especially when it comes to GPS-powered  location-specific game features, such as check-ins at a specific place.]]></description>
      <pubDate><![CDATA[Thu, 13 Oct 2011 00:49:15 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-amazon/">Amazon</category>
      <category domain="http://www.zdnet.com/topic-apple/">Apple</category>
      <category domain="http://www.zdnet.com/topic-hardware/">Hardware</category>
      <category domain="http://www.zdnet.com/topic-iphone/">iPhone</category>
      <media:text type="html"><![CDATA[<p><span >There  most common gamification platform may be your standard PC web browser,  typically accessed via a laptop or desktop computer, but every new piece  of personal tech hardware has the potential to open up new avenues. For  example, mobile phones and tablets such as the iPad have had some  gamification success, especially when it comes to GPS-powered  location-specific game features, such as check-ins at a specific place. </span>
</p>

<p><span >The  two most recent big gadget announcements have the potential to  introduce new audiences to both traditional games and the social and  gamification experiences we're particularly interested in here. One is  the Amazon Kindle Fire, the first tablet that has a real chance of  competing with the iPad, and the other is Apple's just-announced iPhone  4S, a fairly significant upgrade (despite what some may say) to the  iPhone platform. Now that we've had a week or so to digest the spec  lists of each device, here's why we're excited (or not) about each  device:</span>
</p>

<p><a href="/i/story/62/65/000618/kindle-fire.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000618/kindle-fire.jpg" width="350" height="337" class="alignRight size-full wp-image-619" /></a><strong><span >Amazon Kindle Fire:</span></strong>
<span >While  it shares the same Kindle name as the popular black-and-white e-book  readers, the new Kindle Fire is a wholly different animal. It's  basically a 7-inch Android tablet, but taking a cue from Apple, it's  wrapped in what is essentially a curated experience. Android is covered  with a custom touch interface, Amazon provides its own app store, and  the system is priced to almost be an impulse purchase. </span>
</p>

<p><span >Amazon  knows that embracing game makers is key (an conclusion that Apple took  far too many years to embrace), and even the original e-ink Kindle has  Scrabble and a few other basic games. But at the Kindle Fire launch, one  of the biggest bullet points was its support for games such as Angry  Birds and Plants vs. Zombies. </span>
</p>

<p><span >The  Kindle Fire has some serious limits, however. The Amazon app store  won't have access to nearly as many apps as the Android Marketplace, and  this fragmentation of Android app stores makes it harder make sure your  game or gamification app is in all the right app stores for all the  different devices you want to reach people on. </span>
</p>

<p><span >And  even with some level of Flash support, we can't imagine any web-based  games will play particularly well on the Kindle Fire, if you want to use  a Facebook or web-based game. </span>
</p>

<p><a href="/i/story/62/65/000618/iphone4s.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000618/iphone4s.jpg" width="372" height="266" class="alignRight size-full wp-image-620" /></a><strong><span >Apple iPhone 4S</span></strong>
<span >The  iPhone is already a great gaming platform, with access to a huge app  store (albeit one with a rather high barrier to entry) and the kind of  always-on location features that make check-ins easy and a built-in game  platform in the underused Apple Game Center. That Game Center platform  is getting some new updates in the form of iOS5, which we'll talk about  in a future post. Adding to the appeal is the new dual-core processor in  the iPhone 4S, almost as powerful as the one in the iPad 2, which we  would read as a win for game makers.</span>
</p>

<p><span >On  the other hand, the iPhone has had a dedicated Facebook app for a long  time (with an iPad version just joining it this week), but that app  lacks the gaming features that we're interested in using. And so much  has been written about the platform's lack of Flash support that we  mention it only in passing. </span>
</p>

<p><span >If  you're a game maker or a marketer interested in adding gamification  features, we ask: Are you planning to specifically target either of  these two platforms? If so, why or why not? Is platform fragmentation a  danger to the ubiquity of gamification, which needs to be easy to use  above all else?</span>
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      <guid isPermaLink="false">6265000614</guid>
      <link><![CDATA[http://www.zdnet.com/blog/gamification/how-will-facebooks-newest-changes-affect-gamification/614]]></link>
      <title><![CDATA[How will Facebook's newest changes affect gamification?]]></title>
      <description><![CDATA[If  you're at all interested in the world of social and casual games, and  the gamification of social media, the stream of major and minor changes  from Facebook over the past week or so has got to be top of mind. Besides the major F8 developer conference, which introduced Timeline and  an updated version of Open Graph, we've also seen the introduction of  Facebook subscriptions and an updated news feed in the past few weeks.]]></description>
      <pubDate><![CDATA[Mon, 26 Sep 2011 22:48:06 +0000]]></pubDate>
      <media:credit role="author"><![CDATA[Libe Goad]]></media:credit>
      <s:doctype><![CDATA[Text]]></s:doctype>
      <category domain="http://www.zdnet.com/topic-mobility/">Mobility</category>
      <media:text type="html"><![CDATA[<p><a href="/i/story/62/65/000614/facebook.jpg" ><img src="http://cdn-static.zdnet.com/i/story/62/65/000614/facebook.jpg" width="372" height="140" class="alignRight size-full wp-image-616" /></a><span >If  you're at all interested in the world of social and casual games, and  the gamification of social media, the stream of major and minor changes  from Facebook over the past week or so has got to be top of mind. Besides the major F8 developer conference, which introduced Timeline and  an updated version of Open Graph, we've also seen the introduction of  Facebook subscriptions and an updated news feed in the past few weeks. </span>
</p>

<p><span >Most  of the news seems fairly positive, especially around how game updates  can be handled. While social game updates are considered by some to be  an annoying part of the social media stream, that doesn't mean we should  only have an all-or-none set of options. So now, instead of being  forced to choose between seeing game updates in your main news feed or  not at all, they can now be safely relegated to the ticker, a real-time  stream of new updates, including both ones you and Facebook consider  important, as well as more granular updates (such challenges won,  comments left on other posts, etc.). Game updates can now go in this new  ticker feed, located in the far right corner of the Facebook window, so  they can be seen and perhaps acted upon, without needlessly spamming  everyone's main news feed. </span>
</p>

<p><span >At  the F8 conference last week, the main example used to demonstrate this  new functionality was a game of Words With Friends from Zynga. Not  only will games between your friends show up in the Ticker stream, but  you can hover over the update to get a live view of what the current  word being played is, and even click on the thumbnail to watch the game  in a larger window. </span>
</p>

<p><span >We're  already seeing interesting new Facebook implementations from media  companies such as Spotify and Netflix, and being able to watch or join  someone's social game experience right from the real-time ticker can  only lead to good things for games looking to penetrate into the friends  lists of current players. The Sims Social, for example, seems like a  perfect example of a game that could benefit from this kind of sharing  (not that a already very popular game really needs any additional help). </span>
</p>

<p><span  something on Facebook,  helping separate games from other types of social shared content. At the  very least, some of the new Facebook changes should help reintroduce  the idea that these game experiences need to have a viral component to  them, building an audience based on the chained recommendations of  friends of friends of friends. </span>
</p>

<p><span >What  do you think? Will the latest version of Open Graph and Facebook's  other new features significantly help game makers? Or, if not, what does  Facebook need to do to keep its game-playing audience, and game-making  partners, happy? </span>
</p>]]></media:text>
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