Application of Gamification

In: Business and Management

Submitted By mangop
Words 1587
Pages 7
Now that you know the essential concepts about gamification and game design, it's time to use them. For this final task, we ask you to bring together creativity, technical feasibility, and business realities.
You are approached by Rashmi Horenstein, the CEO of ShareAll, a prominent company in the hot collaborative consumption space. (If you aren’t familiar with the concept, some good resources are and the March 9, 2013 cover story in the Economist.) She knows you are one of the top experts on gamification, which she has heard can revolutionize business. She asks you to present a proposal for a gamified system to take her business to the next level.
ShareAll’s mission is to make shared use of products and services as common as individual purchases. It follows the path of companies such as AirBnB, Buzzcar, and Uber, which allow sharing of particular products (cars, housing, etc). ShareAll’s patented technology makes it easy for consumers and business to share any product or service. ShareAll has also developed a global virtual currency, called Shares, which can be used to purchase access to any asset in the system. Shares can be exchanged for real money, and users can generate more Shares by sharing items or volunteering their time to complete tasks for others.
ShareAll charges a small transaction fee whenever Shares are generated, traded, or spent. Therefore, the more activity, the more money ShareAll makes. Horenstein tells you that she cares about the social benefits of sustainability. However, ShareAll is a for-profit company, with investments and partnerships from some of the world’s largest corporations, so profits matter. Horenstein believes gamification could significantly help ShareAll’s business. She is eager to read your ideas.

Provide a detailed description of your proposal, organized according to the design…...

Similar Documents


...Employment application form visa ASSISTANT & iNTERPRETER |1. Applicant Information | |Last Name |Rauf |First Name |Mustafayev |Other | | | | | | |names | | |Street Address |Azerbaijan, Sumgait city,mcrdis. 18, home 12, flat 4 | |Mobile Phone |055 2440090;050 3387288 |Home Phone |0186466211;0124156787 | |E-mail | | |Position Applied for |Temporary Visa Assistant and Interpreter | |2. Education | |University of College |Course / Degree |Qualifications and grades obtained ......

Words: 478 - Pages: 2

Gamification the New Age of Motivation

...Emerging Technologies Gamification the New Age of Motivation Jasper Lim Westwood College Gamification the New Age of Motivation With the rapidly evolving technologies of today, instruments of innovation surface as the next big thing in advancement. Different aspects of life are improved by these advancements, with this said the ideology to which these devices are applied become questioned. In mind the concept of gamification comes into a rapidly growing notion with schools and businesses taking part in its progression. What is gamification? The idea of gamification came into fruition as a business strategy to improve the productivity of employees in a work environment. It is the relative application of game elements to business practices and websites. Examples of said practice include experience bars, and achievement badges all of which corresponds to motivations that people instinctively respond to. In an age where children learn at such a rapid pace video games have becoming the primary entertainment tool. The fast pace and challenge of video games bring to audiences turn it into a valuable medium of amusement. This is aside from the fact that video games is the youngest of entertainment platforms. According to Wanda Meloni and Wolfgang Gruener the appeal of gamification stems from the fact that people enjoy actively engaging and participating with others through entertainment. A strong case can be made in favor for gamification because of this statement. We......

Words: 1669 - Pages: 7


...Google Maps is an application that was released by Google for Android, which is an alternative to Apple's built-in maps application. Google Maps for mobile service can work with or without a GPS receiver. The "my location" feature uses the GPS / Assisted GPS location of the mobile device, if available, supplemented by determining the nearest wireless networks and cell sites. The software looks up the location of the cell site using a database of known wireless networks and sites. By triangulating the different signal strengths from different cell transmitters and then using their location property (retrieved from the online cell site database), My Location determines the user's current location. Wireless network location method is calculated by discovering the nearby WiFi hotspots and using their location property (retrieved from the online WiFi database, in the same way as the cell site database) to further discover the user's location. The software plots the streets in blue that are available with a yellow icon and a green circle around the estimated range of the cell site based on the transmitter's rated power. The estimate is refined using the strength of the cell phone signal to estimate how close to the cell site the mobile device is.  (2008-12-15)[update]Up until iOS 6, the built-in maps application on iOS was powered by Google Maps.[3] However, with the release of the first iOS 6 beta in June 2012, Apple announced that they had created their own map service.[4]......

Words: 860 - Pages: 4


...PAS300 02/14 Application for a Uruwhenua Aotearoa New Zealand Passport USE THIS FORM if you are 16 years or over and: Adult Renewal your name has not changed since your last passport was issued, AND your passport has not been lost or stolen. Use the Adult form if you are 16 years or over and: you are applying for a New Zealand Passport for the first time; or your name has changed since your last passport was issued; or your passport has been lost or stolen. Our New Zealand Passport Our passport is valued and respected around the world for its integrity. We ask you to provide a range of information so that we can maintain its integrity by confirming your identity and entitlement to a New Zealand Passport. The New Zealand Passport is valid for a maximum period of 5 years. The validity period starts from the date of issue and runs until the date of expiry. This icon is used when you need to take extra care. The instructions with this icon will help you to understand whether you need to complete a particular section, or remind you not to miss out important details. What you need to complete this application Two (2) identical recent colour photos of yourself Someone to act as an identity referee who is over 16 years of age and has a valid New Zealand Passport The correct application fee How to contact us New Zealand: Freephone 0800 22 50 50 Phone +64 4 463 9360 Fax +64 4 382 3410 Australia: Freephone 1300 559 535 Phone +61 2 9225 2300 Fax +61 2 9223 0223......

Words: 4566 - Pages: 19

A Rationale for Gamification

...Gamification techniques would be useful to employ when marketing our company’s new product because it could help us: Maximize our overall market reach and product exposure by addressing engagement gap and leveraging customers' social networks: The scale of engagement with gaming is enormous; gamification expert Ethan Mollick states over eight billion hours was spent playing Angry Birds last year alone. Thus, gamification can be used to provide an avenue for a large volume of potential customers to intensely interact and engage with our product, thereby increasing the product's exposure and the opportunity for this exposure be shared within social networks in a variety of ways. The U.S. cable channel USA Network’s implementation of the gamified website "Club Psych" for the show Psych serves as an example of this, as it resulted in a 130% increase in website page views and 300,000 shares of content socially on Facebook for challenges, allowing 40 million viewers exposure to that content, thereby illustrating enhanced engagement and exposure. Reach our target market of the 18-35 age bracket, including women: Gamification expert Bing Gordon claims that for individuals born after 1971, gaming actually influences their worldview and even their interactions. Moreover, research conducted by the Entertainment Software Association shows the average gamer is 30 years old and almost half of all gamers today are women, which shows gamification can help us reach our target......

Words: 336 - Pages: 2


...Introduction Human knowledge, refined by many generations, has not yet revealed all mysteries of the brain. The human mind is so complex that it becomes almost impossible to understand it through a mere set of rules. Still, thousands of attempts have been made to completely understand the mind and have control over it. Added to the list of thousands, here is one more proposal to gain a better understanding of the incomprehensible human mind through gamification. Evaluating individual performance within a given task can provide insight into the way one will act when dealing with real life situations. Industry Industry The proposed idea is the synergy of three main fields of study – psychology, economics and computer science, which can give effective results for industry purpose. Understanding Industrial psychology and exploiting it can change the way things work. Each individual has a unique sense dealing with his/her environment. Capturing their strategies, behavior and personalities while applying it to appropriate situation can yield far more effective outcomes. Personality Check Evaluating personalities through game playing without a questioner is the initial step to an advanced maneuver. Thematic Apperception Test (TAT), Rorschach test and zero acquaintance effect are some of the practical approaches to the intended design. Analysis will be carried out on the basis of the Big Five Personality traits (OCEAN)- Openness to experience, Conscientiousness,......

Words: 1467 - Pages: 6


...even custom badges for certain specific events. And, I would definitely check in as many times as I possibly can to get the ‘Mayor’ badge. Very few people know that the creator of foursquare had actually made a sort of predecessor app called Dodgeball which also used the concept of check in without the badges or rewards. Sure, I would still get to see my friends checking in, but if none of my friends checked in anywhere, there would be no motivation for me to do the same. The concept of badges and rewards actually made the necessary difference for users to keep coming back to the improved app. Gamification today is about turning what we have to do into something that we want to do. For marketers everywhere, it’s about turning consumer actions into habits. For consumers, it is about taking very real tasks and breaking them down into games. The reason why marketers are using gamification to engage customers is that is serves as a means of intrinsic reinforcement. Every time a goal is accomplished, a small amount of dopamine is released from the brain resulting in pleasure. Over time, this changes their brain structure and chemical makeup, making them smarter, more confident and able to take on larger challenges than before called the Winner Effect. The users keep going back to experience that same rush. Another reason is that gaming also serves as a primary source of entertainment for the millennial generation. Extra Coffee!!...

Words: 328 - Pages: 2


...The opportunity of gamification What is gamification? Gamification is the use of game thinking and game mechanics in non-game context to engage users in solving problems. However the terms shouldn’t be taken too literal; it is not about actually playing games. Rather it is about combining the principles of games that make them so attractive, namely challenge, sense of purpose, and rewards, with elements that show the level of performance, such as rankings, badges, and leaderboards. Gamification is about engaging your customers, employees, or any other community of interest. It does so by working on the intrinsic motivation of people; even if a task isn’t motivating by itself, reaching the goal of the game is motivating. Potential benefits Gamification is all about increased engagement, whether it is your customers, employees, or any other community of interest. By engaging people you motivate them to change behaviors. That it is successful is shown by the figure that the top 20% of major firm in terms of engagement, on average have a revenue growth that is 250% higher than their competitors. It can increase employee satisfaction, innovation, skills development, and even change behaviors of employees. However we will look into what it can do for our firm to engage more customers and to keep the current ones satisfied and loyal. * First of all, gamification allows for collection of customer data. Most platforms require users to log in and create an account. As a......

Words: 1134 - Pages: 5


...Introduction I hope that what you are about to read will not only show the kind of person I am, but why I would make an excellent addition to the Arkham Staff! Below I will break down my application into various topics that I feel that should be addressed. Why I Think I Qualify For Staff There are a number of reasons why I believe I would qualify for a shot at a position as Staff on Arkham. The first reason being friendly and helpful throughout the community. I may not be extremely well known throughout Arkham (my constant name changing doesn't help that either), but I do my best to help those that are in need of help. I try to stop flame wars that may arise in chat and I am always on the lookout for trouble makers. The second reason why I think I qualify for Staff is prior experience. I have held several different Staff positions ranging from Helper all the way up to Administrator. Arkham has high expectations for their Staff and I am willing to push myself above and beyond these expectations. I have studied and completely understand which punishment should be given out when an issue arises. The third reason is that I am very well experienced with commands, what they do, and when to use them or not. Abuse of any command in any way, shape, or form is completely unacceptable in my own eyes. I personally do not like it when anything is abused, such as exploits, but when commands are being abused, that is an entire different ball game. The final reason why I......

Words: 410 - Pages: 2


...HRM410: Strategic Staffing Application Form Assignment YOUR NAME: You are the new HR manager for this fictitious (private sector) company, which has hundreds of employees and is clearly obligated under Title VII and other major employment regulations. Rather than starting over from scratch with a brand new application form, many HR managers would likely take a look at the existing form first. Using the table located at the very bottom of this document, identify the ten (10) items that are legally problematic* on this employment application form, why they are problematic, and what could possibly be in their place, if applicable. Use of the table is required. When you are done “save” or “save as” this document with your last name, then first initial and assignment name (e.g. SmithLApplForm.docx) and place your name in the table box above. Then load it to your Dropbox by end of Week 6. Please email your instructor if you have any questions. *By problematic we are looking for possible violations of various employment regulations. Note that some may not be blatantly illegal, but, rather problematic and best to avoid as a best practice. One final tip: Do not focus on stylist elements such as the layout of the application form or questions you do not “like.” Focus only on the legally problematic items. Today’s Date APPLICATION FOR EMPLOYMENT ABC Payroll Company An Equal Opportunity Employer Position applying for: Desired Rate of Pay $ ...

Words: 1864 - Pages: 8

Gamification Target Audience

...Y, also known as the Millennials. Due to this trend, Cigar City Brewery will need to tap into this demographic with the gamification strategy; The Beer Chest. Generation X are individuals born between the mid 1960’s and the early 1980’s. Generation Y or the Millennials were born right after Generation X between the 1980’s and the Early 2000’s (2000-2004) (Talented Heads, 2013). The application will geared both towards males and females, especially since women makeup 1/4 of the overall United States beer consumption (Clarke, 2012). Since the Beer Chest is a game that can be shared on Facebook, we will be able to concentrate on a major factor and reasons why our target audience uses Social Media; fun. Additionally with focusing on this age group we will also be able to attract other people to the application, since both generation choose social media as a way to keep in touch with friends. (This information can be seen in Appendix C, Figure 2.). The target areas Cigar City Brewery will need to focus the initial launch of their product are in the areas that they currently distribute their product, prior to reaching the national/international markets. Based on Figures 2-7 in Appendix B, the major areas to focus will be Alabama, Georgia, Florida, New York, Pennsylvania, and Virginia. Once we are fully emerged in this market with this gamification application, we can begin focus marketing in other areas we begin to see a spike using the Facebook Analytics. A good target area......

Words: 835 - Pages: 4


...Graduate Job Seeker, P.O. Box 10678- 0100 Nairobi, 1st September, 2014. The Human Resource Manager, ABC Company, Box 34567– 00100, Nairobi. Dear Sir/ Madam RE: APPLICATION FOR GRADUATE TRAINEE ACCOUNTANT POSITION I am writing to express my interest in the position of accountant graduate trainee as advertised in STU newspaper. I recently graduated with a Bachelor of Commerce – Accounting and Finance from Kenyatta University and have a CPA 4 qualification. I am particularly attracted to your firm because your graduate training programme will help me gain hands on experience in the banking industry. During my time as a student I have had part-time jobs and an internship, all of which have given me a chance to work as part of a team and meet deadlines. Working at FGH company gave me a chance to inspire and motivate others while at the same time invest in my integrity and accountability skills. In addition to my formal education, I grasp fresh concepts quickly and can easily adapt to new changes. My first-rate communication skills will assist me in building a professional network of clients and colleagues. I have also learnt to give positive feedback, and to use it to set my own personal goals for self-improvement I welcome the challenge of working with you in a bid to build on my professional skills while upholding your dedication to exceptional customer service delivery. I would appreciate an opportunity to discuss my interest further with you. You can reach me at......

Words: 265 - Pages: 2

Rise of Gamification

...Rise of Gamification Man is a gaming animal. He must always be trying to get the better in something or other. –Charles Lamb. Big brands are applying the game design thinking to non-game applications these days. More money is being invested by these brands in “Gamifying” their products & services. “Gamification” which was among the words of the year in 2011 has reached a tipping point in 2013. Gamification practice is not only being applied to Marketing but also in Workplace Behavior modification. Rewards & Incentives offered through this process targets the basic nature of man i.e. accomplishing at every round of life. The rise of easy-to-use platforms, such as “BigDoor” and “PunchTab”, and the inherent value of an engaged user, have made this a must-consider marketing strategy. The Incentive strategy described by PunchTab is as 1. Identify the Target Audience – Since these are the folks you want to engage. While identifying some basic questions need to be answered. a. How would you describe your target audience? b. What makes them feel good about themselves? c. What challenges do they feel in their daily lives? d. What do they like to spend money on? e. What are they trying to achieve in using your products & services? Because, it’ll help you understand & tap into the emotional drivers that will get them to not only pay attention, but also take action. 2. Define Your Goals – The goal of your marketing campaign......

Words: 1063 - Pages: 5

Gamification in Education

...Gamification in Education Tina Terry EDU 620 Meeting Individual Student Needs With Technology Instructor: Tamara Carter Gamification in Education Gamification has the benefit of bringing people together to solve a problem or for you to defeat a problem on your own. Games can be used in a teaching environment to help promote specific learning skills. “Today’s schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems” (Joey J. Lee & Jessica Hammer, 2011). McGonigal (2011) states that “gamification recognizes the value of extended practice, and develop personal qualities such as persistence, creativity, and resilience through extended play” (Technology, 2010). Gaming used in any method can be used to increase students’ motivation through engagement. The use of gamification in classrooms has the benefit of making classes more task-oriented, through gaming students can collaborate regularly in small and large groups. Students can develop enhanced critical thinking skills by completing different tasks in group settings. There are many reasons gamification can be used in the classroom. According to Whitton, (2009) she argues that well designed games can provide authentic learning (p.78). She also believes that gamification helps provide a constructivist learning environment in the classroom. “The......

Words: 1595 - Pages: 7


...554 0800 Fax: +44 (0)207 554 5136 University Application Service Agreement Party A: Party B: Date of Birth Day____ Month ____ Year_____ Overseas Student Service Centre Ltd. Service Agreement Reference Number: L000_______ ID/Passport Number: Sex: Email: Contact Telephone Number Male □ Female □ Current or most recent School: English Replacement Test Result: Correspondence Address: Party A agrees to perform the following services for party A:  To liaise with partner universities on behalf of Party B  To advise of educational opportunities  To provide university application forms in tangible or electronic form  To assist the completion of university application forms for the 3 universities selected by Party B  To liaise between the embassy and university on behalf of Party B  To provide basic advice on visa application  To preparing for university interviews if necessary  To assist Party B in accepting university offers  To arrange airport pickup  To assist arranging accommodation  To assist with university enrollment Party B agrees to provide the following for Party A:  A deposit of £100.00, to be returned after successful entry into a partner institution of Party A.  An administration fee of £50 for every extra university application (the first three applications are free)  True and accurate documents relating to their university application including academic certificates, identity documents and personal statements)......

Words: 772 - Pages: 4

Atypical | Gravity Falls | 2. rész: