Category Archives:Gamification
Employee Engagement and Gamification [Infographic] share
Cmswire explore the connection between employee engagement and gamification. (more…)
PlayVox.com - Gamification Platform and Talent Management for Call Centers share
PlayVox is a social collaboration platform designed to improve communication within contact centers and motivate people to improve their performance.
PlayVox is a free collaboration platform designed to manage and motivate people at call centers.
MindTickle : SaaS Gamification Platform for Social & Collaborative Learning & Engagement share
MindTickle is a gamifiication startup that creates online social gaming products for collaborative learning and user engagement. MindTickle products enable companies to leverage the power of social gaming in a secure closed group environment to boost engagement and learning.
MindTickle’s flagship product, AllAboard is designed to supplement or replace new hire orientation process through an engaging social gaming experience that is enjoyable for the users, yet hassle-free and cost-effective for the company. AllAboard has helped MindTickle’s clients address several issues typically faced in new hire on-boarding e.g., unavailability of trainers, poor participation rates, lack of standardization and difficulty of tracking.
MindTickle is now exploring innovative ideas and concepts for making the product training experience for sales professionals very interactive, delightful and effortless, such that it can be experienced anytime anywhere.
About HiFli:
HiFli is an online team engagement game from MindTickle that encourages collaboration and teamwork. It can be used as an employee engagement event or simply a Friday Fun activity for de-stressing and ice-breaking. HiFli creates fun and engagement — employees collaborate within teams and compete against one another across geographies — anytime and anywhere.
HiFli creates fun and engagement – employees collaborate within teams and compete against one another across geographies (anytime/anywhere). Game like format and social features motivate employees to participate. Online format is logistically convenient (all operations can be managed by MindTickle). It is highly cost effective compared to traditional alternatives. MindTickle can create a customized demo and discuss pricing once we understand your requirements.
For more details visit http://mindtickle.com/hifli/
Students Learning with Technology GameDesk & AT&T (Gamification) share
Please check it at www.gamedesk.org
WILL TAKE GAMEDESK’S CLASSROOM-PROVEN, DIGITAL GAMING AND LEARNING TECHNOLOGIES NATIONWIDE –PROGRAM IS KEY PART OF AT&T ASPIRE INITIATIVE TO HELP BOOST HIGH SCHOOL GRADUATION RATES
AT&T Chairman and CEO, Randall Stephenson presents the re-launch for AT&T Aspire. Learn how education grants from AT&T Aspire are helping students stay in school, graduate and go to college.
Find out how to apply for a grant at: http://www.att.com/aspire
Badgeville Partners with Yammer to Enhance Employee Performance and Engagement share
Badgeville teams with leading enterprise social network to surface high-value employee behavior and rewards.
MENLO PARK, Calif., May 16, 2012 – Badgeville, the gold standard for gamification, today announced a key integration that builds on its partnership with Yammer, the leading provider of enterprise social networks. With this integration, companies can enhance employee performance by leveraging Badgeville to reward high-value user behaviors across the enterprise, and showcase them in the Yammer Ticker, a real-time activity stream.

“We are committed to partnering with first-class business applications to create a powerful social layer across the enterprise, increasing visibility and insights in every corner of an organization,” said An Le, VP of Business Development, Yammer. “Badgeville’s behavior platform helps us deliver on that vision by rewarding employee performance and pulling those key milestones into Yammer where the whole company can discover them.”
The Behavior Platform by Badgeville enables companies to build stickier, more engaging experiences on their websites and enterprise applications. By applying proven game, social, and reputation mechanics inherent in today’s most successful Web properties that drive desired behavior, companies can realize better user adoption and engagement with their existing technology investments.
“Yammer helps companies build a powerful social layer that connects their workers with relevant updates from colleagues and enterprise systems across the organization for the modern, social enterprise,” says Kris Duggan, CEO, Badgeville. “Complementing that vision, Badgeville helps companies build an engagement layer that maximizes their workers’ utilization of these tools and move the needle on key business processes.”
How the integration works
Leveraging The Behavior Platform, companies can reward high-value user behavior in any of their enterprise applications. For example, a company could configure their support application to give a virtual reward (i.e. The Support Rock Star) to an employee every time he closes 10 support tickets in one day.
After The Behavior Platform triggers that reward in the IT support community, CRM system, or any other enterprise application, it will then be published in the Yammer Ticker.
In the Yammer Ticker, employees can visualize the reward, post replies to it and encourage more of the same high-value behaviors.
Deloitte, the large consulting firm, leverages both Badgeville and Yammer to drive better knowledge sharing and build an employee rank and reputation system around specific areas of expertise. Deloitte’s internal Who What Where mobile app, built on Yammer APIs, rewards consultants who “check-in” and share who they’re meeting with on the road, what they discussed, and where it took place.
As employees gain rewards for sharing this valuable information with their colleagues, those Badgeville-powered rewards are published in Deloitte’s Yammer Ticker. Leveraging Badgeville’s widget studio, Deloitte highlights the rewards in its social intranet, enabling employees to showcase their status, reputation and expertise. Because executives at Deloitte also engage with Yammer (including Deloitte’s CEO), employees who unlock badges and rewards are able to showcase their talents.
“We added Yammer to drive better knowledge sharing and overall communication across our company,” says James Sanders, manager of Deloitte Digital. “With Badgeville, we’re able to reward high-value behavior that supports that mission, keeping our employees more engaged and aligned with our company goals.”
About Badgeville
Badgeville, the Behavior Platform, makes it easy for business leaders to measure and influence behavior across customer, partner, developer and employee communities. The leading provider of SaaS enterprise gamification solutions and services, Badgeville’s global client roster features the world’s most innovative enterprises across virtually every industry, including Samsung, Recyclebank, Deloitte, Dell, eBay, Universal Music, The Active Network, and more. Founded in 2010, Badgeville is based in Menlo Park, Calif., and has offices in New York and Europe. For more information, visit Badgeville on the web at http://www.badgeville.com/ .
Source : Link
GAwards: Best Use of Gamification in the Enterprise share

GSummit 2012 will host the first ever GAwards: Best in Gamification Awards to recognize outstanding achievements in Gamification in the past year. Through crowdsourced nominations and voting, YOU will decide on the top uses of gamification in specific applications. We will announce the Winners at GSummit 2012 this June 19-21 in San Francisco. If you have not yet purchased your tickets, you can Register Here.
Follow these easy steps and you’ll be on your way to helping us choose the Winners of the first GAwards:
1) Click on a GAwards Category from the List Below
2) Nominate (Click “Add to List”) Your Favorite Use of Gamification Within that Category
3) Vote (Thumbs Up) for Your Favorite Use of Gamification Within that Category
4) Share with your Audience to Increase Votes
5) Come Back to This Page and Nominate or Vote for More!
6) Nominations & Voting End at 8pm EST on June 8th, 2012
7) Attend GSummit 2012 for the Awards Ceremony
For more details visit http://www.gsummit.com/g-awards/
First Gamification Awards Announced for GSummit, Nominations Open share
Chamillionaire, Fortune 500 Speakers Added to Roster; Workshops Full
NEW YORK CITY – May 10, 2012 - The Gamification Summit (June 19-21 in San Francisco) has today announced the GAwards, the engagement industry’s first and only awards program recognizing the finest achievements in Gamification over the last year. Nominations may be made by any member of the community, and voting will close on June 8. To recognize your favorite gamified apps in a wide range of categories, visit http://www.gsummit.com/g-awards/. Winners will be announced at GSummit on June 20th. New speakers, including Grammy® award winner Chamilionaire have also been added to agenda. Tickets and more information on GSummit can be found at http://gsummit.com
“Gamification adoption has reached a tipping point, and we think it is high time that the very best this industry has to offer be recognized,” said Gabe Zichermann, chair of The Gamification Summit. “With the GAwards, we are excited to recognize and honor the best achievements in Gamification in a number of different areas, from consumer facing to enterprise applications and even in terms of societal impact."
The inaugural GAwards will honor the best examples of gamification in the following categories:
- Consumer Facing App/Site
- Education
- The Enterprise (HR/HCI)
- Health & Wellness
- Societal Good
- Overall Greatest Impact
In each category, community nominations will determine the finalists that will then be voted on by a panel of industry experts. Top vote getters in the open round will also be eligible to win the people’s choice award in each category. Complete rules and instructions are available at http://www.gsummit.com/g-awards/.
The Gamification Summit has also today announced a number of additions to the summit’s already impressive lineup of speakers:
- Chamillionaire - The Grammy® award winning artist will talk about the success of his Chamillionaire Rewards Program and share lessons other artists can learn about engaging their fans.
- Tim Chang - Noted venture capitalist from Mayfield Fund and #54 on Forbes’ Midas List of the top technology investors, Tim will share insights on the investment thesis for gamification and how game mechanics will affect crowdsourced investments after the JOBS act.
- Brian Wong - Startup wunderkind and Kiip CEO, Brian will discuss gamification in the game space.
- Plus a brand new health panel – Representatives from United Healthcare, Rock Health, Zamzee, and Cake Health will discuss gamification’s effect on the health and wellness industry.
These speakers join a roster of gamification experts from across industries who will share best practices, lessons learned, data, and hands-on experience with GSummit attendees. Nearly 50 speakers, from companies like SalesForce, United Airlines, OMGPop, Google, Cisco, NBC, Oracle, Microsoft, eBay, JD Power, Ogilvy, Mozilla and more, will take to the GSummit stage this June in San Francisco. Additionally, the hands-on advanced Gamification workshop is now sold out, and new registrants may add themselves to the waitlist by purchasing a two-day pass with workshop waitlist. A limited number of spaces are still available for the Enterprise workshop on June 19.
The Gamification Summit will take place June 19-21 in San Francisco’s Councourse Exhibition Center. To learn more and to register, please visit http://GSummit.com.
About Gamification Co
Gamification Co is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes The Gamification Summit & Workshops and provides consulting expertise to facilitate this burgeoning industry.
Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to HR, education to health care, improving lives, solving problems and generating unprecedented growth. Gartner Group forecasts that Gamification will be used by 70% of the Global 2000 by 2015, spending over $2Bn on related products, services and technologies according to M2 Research. For more information on Gamification Co and how to leverage the power of game mechanics, visit http://Gamification.Co.
Square Enix and Bigpoint Unleash a World of Creativity with Gameglobe share
Innovative new online platform lets users create, share and play their own games and game worlds
Endless possibilities, console-level HD graphics, and easily accessible gameplay
Hamburg – May 8th, 2012 – Square Enix Ltd. and Bigpoint (http://www.bigpoint.com) are excited to unveil the first details on Gameglobe™ (http://www.gameglobe.com) an innovative new online game platform to be published by the two companies.
Gameglobe is a unique browser-based experience that allows players free access to endless game worlds and creative possibilities, all in HD quality. Players can choose to either create their own game or simply play the multitude of levels available at launch.
"It’s never been easier to create your own game," said Rune Vendler, Game Director. "We want Gameglobe to be a community where everyone can get involved in the fun: play new games every day, share your favourites, or flex your creative muscles with your own designs."
“We’re very excited by the creativity unleashed through the collaboration between Bigpoint and Square Enix that allows us to bring an entirely new and innovative online gaming experience to players”, added Jan-Michel Saaksmeier, Executive Producer at Bigpoint. ”Gameglobe offers fun without limits and a vast selection of free-to-play adventures directly in your browser – and in full console quality HD graphics.”
Gameglobe is developed by Danish studio Hapti.co who are part of the Square Enix group and will be published exclusively by Bigpoint in Europe and North America, who will distribute the game through the Bigpoint.com Portal as well as across their network of partners.
Gameglobe is currently in closed beta and will be opened up to additional players in the coming months. To register for the beta, players can head to the official website (http://www.gameglobe.com).
Further information can be found at:
– http://www.bigpoint.net/
– http://www.bigpoint.com/
– http://www.gameglobe.com
About Bigpoint
Bigpoint (http://www.bigpoint.com) is an online-game developer, publisher and content provider for more than 1,000 global distribution partners. Bigpoint’s free-to-play games are played by over 250 million registered users in over 30 languages. The company’s diversified portfolio includes high quality games for browser, mobile and social platforms. More than 850 employees from over 35 different nations work at the company headquarters in Hamburg, Germany or at other locations in Berlin, San Francisco, São Paulo and Malta. Bigpoint’s many distinctions in the industry include the European Business Award 2011, the Mashable Best Online Game Award for “Farmerama”, the “Fastest Growing Larger Company” and “Uniqueness of Offering” prizes at the 2010 Media Momentum Awards, as well as the MTV Skyscraper Award for extraordinary achievement in game development. For more information or press material, please visit the press area at www.bigpoint.net.
About Square Enix Ltd.
Square Enix Ltd., a part of the Square Enix Europe business unit, develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix Group. Square Enix Ltd. also has a global network of leading development studios such as IO Interactive™, Crystal Dynamics® and Eidos Montréal. The Square Enix Group boasts a valuable portfolio of intellectual property including: FINAL FANTASY, which has sold over 100 million units worldwide, DRAGON QUEST® which has sold over 59 million units worldwide and TOMB RAIDER® which has sold over 35 million units worldwide; and the legendary SPACE INVADERS®. Square Enix Ltd. is a London-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.
More information on Square Enix Ltd. can be found at http://www.square-enix.com/eu/en/.
CRYSTAL DYNAMICS, DRAGON QUEST, EIDOS, FINAL FANTASY, GAMEGLOBE, IO INTERACTIVE, SPACE INVADERS, SQUARE ENIX, the SQUARE ENIX logo, TAITO and TOMB RAIDER are registered trademarks or trademarks of the Square Enix Group. All other trademarks are the property of their respective owners.
Square Enix Limited is a company registered in England & Wales under the number 01804186 whose registered office is situated at Wimbledon Bridge House, 1 Hartfield Road, London, SW19 3RU, United Kingdom
Draw Something Designer Dan Porter to Deliver Featured Talk at Gamification Summit share
OMGPOP joins new speakers fromGoogle, Klout, eBay and Mozilla – Early Bird Discounts End March 29
NEW YORK – Mar. 21, 2012 – Gamification Summit has today announced the addition of Dan Porter of OMGPOP, creator of the hit game Draw Something, to the list of featured speakers at the third GSummit. Taking place in San Francisco June 19-21 and with limited workshop space selling out quickly, GSummit h also extended its Early Bird pricing, representing $300 in savings, until March 29.
At GSummit, Porter will share OMGPOP’s secrets on how to build lasting, gamified community engagement around well-crafted social game experiences. The hit Draw Something is now the most popular Facebook-connected game, unseating Zynga for the record, and has reached over 20 million downloads in just a few short weeks.
In addition to Porter, a host of additional new GSummit speakers have been announced:
• Dave Cobb, Thinkwell– An award-winning theme park and museum experience designer, Dave will speak on how real-world gamification and live action games can be used to engage audiences.
• Jeff Atwood, founder of StackOverflow- The creator of the #1 technical Q&A site shares the secrets of surfacing experts, encouraging collaboration and creating positive feedback loops.
• Nadya Direkova, Google- Game and UX designer Direkova shares the 16 most important patterns for user engagement, drawing from her extensive research at the search giant.
• Sunny Lee, Mozilla Foundation- Project leader for OpenBadges Lee helps us rethink lifelong education, recruitment and credentialing with gamification.
• Chris Makarsky, Klout- The product mastermind behind the controversial scoring system for influence discusses the power of credibility scores and how to build a system your users will want to game.
• Matt MacLaurin, eBay- Gamifying marketplaces and global commerce – the eBay Labs example.
• Ray Wang, Constellation Research- This research superstar shares the top trends from enterprise gamification and the biggest surprises constellation’s uncovered.
These newly announced experts join speakers from United Airlines, Salesforce, NBC/Universal, Microsoft, Cisco, Oracle, Ogilvy and dozens more organizations sharing practical techniques, amazing insights and the latest approaches at GSummit. On the first day of the event, attendees may attend a hands-on gamification workshop and earn their certification in gamified design. Space at GSummit is strictly capacity controlled, and prospective attendees are strongly encouraged to register now.
Gamification Summit 2012 will take place June 19-21 in San Francisco. To receive Early Bird pricing for the conference and workshops, visit http://GSummit.com by March 29.
About Gamification Co.
Gamification Co is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes the Gamification Summit & Workshops and provides consulting expertise to facilitate this burgeoning industry. Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to HR, education to health care, improving lives, solving problems and generating unprecedented growth. Gartner Group forecasts that Gamification will be used by 70% of the Global 2000 by 2015, spending over $2Bn on related products, services and technologies according to M2 Research. For more information on Gamification Co and how to leverage the power of game mechanics, visit http://Gamification.Co.
Official website | Facebook | @gamificationco





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