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MIT/Stanford Venture Labs (VLAB): Gamify Everything
Last Tuesday evening I attended the MIT/ Stanford Venture Lab Forum held at Stanford University, (known as VLAB) called “Gamify Everything: from Monetization to Social Benefit.”
GAMIFICATION PITFALLS: BADGE FATIGUE AND LOYALTY BACKLASH
BADGES ARE NOT MAGIC BULLETS
Let’s cut through the hype – badges and points can’t magically resuscitate a disengaged online community. Never once during my career designing video games did we ever look at an unsatisfying level or poorly balanced game mechanic and say, “If we give players 1,000 points and a badge right here, it will make everything better!” (more…)
Gamification, It’s About More than Badges: The Power of Engagement Through Quests
A quest is a traditional game mechanic that has proven extremely popular. Take, for example, World of Warcraft, a game built around quests with more then 11 million subscribers. By nature, gamification draws tactics from traditional and social gaming mechanics. With the rise in popularity of gamification, many online publishers are starting to incorporate quests into their implementations. (more…)
Gamification In 2012 Report: Free Download
M2 Research today published the report Gamification in 2012, a market update and report that highlights consumer and enterprise gamification trends. Sign up for our free GBR Newsletter to access the complete report free of charge. Contact us for more information. (more…)
Acquisitions & Investments: March and April Roundup
There has been a steady stream of financial activity since the beginning of 2012. In our new column, Acquisitions & Investments, we highlight the recent financial activity in the gaming industry.
Meet GBR and M2 Research at the GSummit!
The Gamification Summit will take place this year in San Francisco from June 19-21. Gaming Business Review and M2 Research will be attending the event as our founder and principal analyst, Wanda Meloni, will be providing a market update for the gamification industry.
Facebook Credits: The Future of Game Profits
Gamification is at the core of much of what is going into business systems today. It is a concept of taking structures from successful game concepts like World of Warcraft and Farmville and applying them to tasks that people would rather not do. It is forming the basis of systems that require behavioral change to work. At the core of Gamification are reward structures based on games and at the core of rewards may be some form of currency like Facebook Credits that can be used to acquire something the user wants. (more…)
BigDoor Raises $5M From The Foundry Group and Founder’s Co-op
BigDoor announced it has raised $5 million and launched their Gamified Rewards Program. (more…)
Interview with Brian Wong, CEO Kiip
We interview Brian Wong, CEO of Kiip on his company and his vision of where things are headed with in-game mobile advertising.
Who Owns Gamification Data?
Now that you have successfully gamified your systems and processes (if you haven’t, just pretend that you have), you receive the request from a user to delete his data. And from another one a request for downloading the data to bring it to her new employer. Do you know what to do?
If you are puzzled, don’t feel bad, this has not yet been addressed often in the gamification space. But we are lucky: other areas like social media are currently learning it the hard way. And we can learn from their experiences.
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