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In the Land of Kroilon is the Gamification product of the Novabase Academy.
The academy is an internship of 2 weeks with all our new graduates recently hired. The program exists since 2006, 3 to 5 sessions per year, but now is gamified.
In the Land of Kroilon was the theme found to embody 2 weeks that have a case study, teambuilding activities, soft skills presentations, etc.. The players (aproximatly 40 per session/game) travel within a fortress map, through several rooms, achieving goals and unlocking different adventures every day.
The final battle with the wizzard Diaz Krez is fought in the last day when the players have to deliver the final result of a 2 week training.
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October 12015
The goal of the Klant-a-gotchi platform is to increase Aegon employees' awareness of the end customer (users of Aegon products) in a fun and engaging way. Klant-a-gotchi is a contraction of the Dutch word for customer and the classic Japanese game Tamagotchi.

When first accessing the platform each user creates a Klant-a-gotchi, a virtual representation of an Aegon customer. Each Klant-a-gotchi is built by an employee who gets to decide the sex, age, family and housing situations. Furthermore by completing a personality test, they ensure that each Klant-a-gotchi is unique but relevant. Responsibility for the Klant-a-gotchi is then assigned to a colleague.

The creator of a Klant-a-gotchi acts as Customer. The employee who receives responsibility for the Klant-a-gotchi acts as Customer Manager. Customer managers and Customers interact with each other through the platform. This challenges the Customer Managers to keep the Customers satisfied.

A Klant-a-gotchi’s satisfaction is measured by its mood, represented as a point system. The employee earns emotion points by performing actions in the platform:

- asking and answering questions
- resolving event puzzles

Employees are also assigned in teams that participate in friendly competition with one another by comparing the collective average scores of the employees in each team.

Employees and/or Teams who perform well have the chance to earn physical rewards. To commemorate general accomplishments, the employee can also receive digital achievements for certain efforts, actions, and happenings in Klant-a-gotchi as well as initiatives to improve customer service.
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August 152015
BLUErabbit is a gamified learning enhancer used to transform traditional classes into great adventures. It's a platform that makes a class FEEL like a game, not turn it into one.

The goal of BLUErabbit is to offer the world a platform to gamify classes. It's known that in Education there are two different parts to gamify: one is the system you use to keep track of the data and another is the curriculum of your classes. BLUErabbit intends to link both of them. It offers a platform that uses several game mechanics and allows the teacher to add his/her curriculum in any way they want.

Gamification IS needed in education. We are looking to transform teaching into an environment that allows safe failure, avoids perfection and increases engagement and interest. We want people to be excited about their classes and with BLUErabbit we are making it easier for all the teachers.

Thanks to the system the students involved (currently 420) have increased in 300% the amount of projects submitted to the class and work a lot faster than before. The teacher becomes a guide instead of a boss telling and yelling what to do. The system is NOT intended to replace the teacher and it's not by any means an e-Learning platform. It empowers teachers and students and makes them responsible for their education. And the teacher develops content that the students of this age are willing to play with.
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September 12015
Atta resuelve el problema de como mejorar los procesos de aprendizaje. Hoy, centros educativos y docentes no disponen de herramientas integradas que posibiliten el cambio de los métodos de enseñanza, que sean fáciles de utilizar y de acuerdo con el currículum. Atta permite introducir en las aulas de Cataluña un sistema de aprendizaje móvil, en red y colaborativo a la vez que resuelve también el problema de la evaluación.
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June 32014
COMPETTIA ES UNA MARCA DE APESOFT, QUE SE LANZA EN EL AÑO 2013 PARA SATISFACER LA DEMANDA CRECIENTE DEL MERCADO EN LO QUE RESPECTA A LA APLICACIÓN DE DINÁMICAS DE JUEGO PARA COSAS SERIAS, TENDENCIA CONOCIDA COMO GAMIFICATION.

La misión de Compettia es ayudar a las organizaciones a mejorar el rendimiento a través de la motivación de sus empleados y mediante la implantación de competiciones de negocio en forma de juegos.

Creemos que es posible aprovechar el gen competitivo-jugador que tenemos todos los hombres y mujeres para generar reconocimiento, motivar y tener mejores resultados de negocio.

Gamification es una disciplina nueva. Compettia es la marca más implantada en Internal Gamification (employee engagement) en España, com más de 20 implantaciones realizadas.

retaME es una plataforma orientada a potenciar los programas de formación dentro de empresas o ámbitos educativos, a través de un videojuego basado en móviles donde los jugadores se retan entre sí y se esfuerzan por ser los mejores en conocimiento de aspectos clave relacionados con la compañía (productos, procesos, competencia, leyes, colecciones…) o en el caso de un centro educativo, en conocimiento de los programas formativos que están cursando. Es muy efectiva tanto si la usamos para diseminar conocimiento sin formación previa, como para validar conocimiento después de una formación.
retaME se ha basado en la dinámica de juego de “retar a alguien”, una dinámica que aplicada en contextos formativos hace que sea masivamente social, ya que un jugador necesita retar a otro jugador y éste al invitarlo fuerza a que juegue, y tremendamente viral, al tratarse de retos de 1 minuto que hacen que la formación se disemine muy rápidamente.
La solución completa retaME se compone de:

1. Una plataforma dónde gestionar las formaciones: los usuarios, los premios y las campañas, que son batallas formativas de entre 4 y 5 días de duración, compuestas de un set de unas 200-300 preguntas de un tema concreto.

2. App retaME: es el juego a través del que desplegamos la formación a todos los jugadores y que puede descargarse en dispositivos móviles o tablets de forma gratuita a través de play store y app store. Como todo juego, ganas puntos a medida que juegas y vences a tus contrincantes, puedes desbloquear retos avanzados a medida que ganas experiencia, hay un ranking dónde ves tu posición, los puntos totales y lo que van haciendo el resto de jugadores y hasta en ocasiones, hay la posibilidad de ganar premios si ocupas las primeras posiciones del ranking.
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eMee was born in the summer of 2010 at Persistent Systems with the aim of bringing in a fundamental change in the way organizations and brands engage with their employees, customers and other stake holders. 5 years later we are recognized as one of the Top 5 robust gamification platforms in world*. Led by industry veteran and gamification guru Siddhesh Bhobe, eMee is driven by the passion of a young and dynamic team that derives inspiration from the smiles of happy customers!

Our unique gamification platform is today powering many innovative solutions in multiple domains and verticals. Offering gamification solutions coupled with advanced big data analytics and SMAC technologies, we are ushering in true enterprise digital transformation in some of the most exciting organizations worldwide. eMee is your "Partner in Innovation" helping craft future ready solutions for your business with an ear on the ground.

Why eMee?
eMee offers a highly customizable & cutting edge gamification platform
eMee offers a cutting edge gamification platform that can be licensed to you, and a wide variety of industry and domain specific solutions that give you the edge over your competition
eMee offers flexible deployment options, as a hosted or captive configuration
eMee is your "Partner in Innovation", helping craft future ready solutions for your business with an ear on the ground
eMee fits right in with your existing investments
With a strong presence and partners in America, Europe, Australia and Asia, our solutions have a truly global appeal

Gamification is fast becoming mainstream and is helping hundreds of organizations improve morale, productivity, and top lines
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JetBlue is one of the largest low-cost airlines in America. When JetBlue decided to change its loyalty scheme in 2009, the airline was looking for a complete overhaul of its already existing TrueBlue rewards program. JetBlue realised at the time that its outdated loyalty program no longer differentiated the airline as a trendsetter—a distinctive quality that the airline applies to all of its endeavours brand-wide.

Choosing Comarch over several other candidates, JetBlue wanted to get back to its core principles and create a unique, modernised loyalty program that would reestablish the company as an innovator within its industry.

JetBlue was looking for an IT system that would fuel the relaunch of TrueBlue with specific functionalities:

- Revenue-based point accrual – points for purchasing tickets and other onboard services, co-branded credit-card usage and transactions from partners
- Activity-based point expiration – points won’t expire as long as a member either flies or uses their co-branded credit card over a 12-month period of time
- Dynamic redemption – any seat that is available for regular purchase can also be purchased using TrueBlue points; no blackout dates
Automatic retro claims with promotion reprocessing

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May 282013
CONTEXT
The online fashion group was created in 2006 with the launch of Privalia, a private club offering flash sales of products from leading brands at exceptional prices and exclusively to its members. Privalia, currently with over 15 million members around the world, achieved in 2012 a turnover of 422M€, which meant a 32% increase in comparison with the previous year. Therefore, Privalia’s leadership in all the markets where it operates (Spain 2006, Italy 2007, Brazil 2008 and Mexico 2010) has been consolidated and the company is now a clear reference for its sector. The Group employs a team of around 1000 people all over the world.

GOAL
Privalia was about to get 2,5M Fans in their Facebook Pages and they wanted to engage their community throught an original and festive campaign where Privalia could reward the audience with all kind of gifts and prizes to their fans.

SOLUTION
Adverway was the solution used for Privalia that best fit with all their needs. A social game had the power to engage all the audience and Privalia could distribute all kind of gifts in a funny and original way.
Thanks to our dynamic campaigns, Privalia was able to change all the content, showing everyday challenges and prizes.

BENEFITS
Privalia organized a great social party with more than 11.500 players . The campaign had an excellent brand impact, high engagement and virality with more than 80.000 participations, 10.000 direct invitations and the joy and loyalty from who played the game during this week.
The marketing team of Privalia did a fantastic job with our platform having the opportunity to create awesome branded games in the future.
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A project that is focused on content marketing. Each time that a customer share Alimerka's contents they get points (Alipoints) that they can exchange into direct awards, or coupons for participation in contests.

The platform contains more than 1000 recipes, nutritional advices and a monthly challenge that tries that customers create a recipe using a given ingredient.
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People development app: the first virtual employee who defies our Managers to become the ideal Pernod Ricard Manager. Gamification based experience that challenges people management abilities, energizes participants towards employee engagement and makes them compete to be the best Pernod Ricard Manager.

To make Managers fully and definitely understand the key scope of their role in employee engagement and to ensure their commitment with organisation strategic goals and values by working on three pillars:

- People management: Managers are expected to move their teams to action.
- Engagement: Managers are expected to develop and inspire their teams.
- Strategy: Through people empowerment, Managers ultimate role is to deliver company strategy.

To do so by integrating the digital dimension as a reshaping of learning through Gamification, the innovation of the future. Introducing Gamification as an innovative and dynamic alternative to training, which:

- Fosters better capture of people management and leadership skills.
- Shifts the motivation for learning from extrinsic to intrinsic.
- Promotes efficient learning, maximizing user engagement in creative ways.
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November 172011
Loquiz is a mobile game platform that enables creating your own indoor and outdoor adventure games, photo and scavenger hunts. Games are built online and played on smart devices.

It helps event professionals, team building trainers, schools and outdoor adventure companies to create their own engaging games for people with less workload.

Core purpose is to get people to interact with each other and surroundings. Tech is not the cause but rather a tool to make through gamification engagement with event more fun.

Main benefits are flexibility and ease of editing and running games. Combining existing questions with a few client or event-specific ones offers an option to create and conduct games within minutes. No lengthy process using old methods (paper, printing out questions, pen, gps, maps, setting up the track physically on landscape or dividing printed out material to audience for game).
When conducting the game Loquiz allows event planner to get an overview during the game of teams’ progress on landscape. And in the end to see final game results - instantly - to announce the winning team.

Loquiz has different game types to build on. These have different logic- from simple quiz and outdoor freeflow movement game to brainwork-inducing strategy games and scavenger hunts.

It’s also easy to engagemultiple users on account or outside contributors. Players can collaborate and insert questions for an upcoming event without seeing other content.

Robust app is easy to use even with temporary lack of internet connectivity; it is easy to continue the game on another device if needed.




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Deep Brain Stimulation Surgery was created to interest high school students in anatomy, careers in medicine and careers in medical engineering. Students have difficulty understanding how the brain works, as well as the complexity of many medical careers today. Deep Brain Stimulation Surgery was created to help students apply the anatomy they've learned and also to use it to solve a medical problem, in this case a movement disorder called Distonia.
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January 42016
Our goal is to empower the world Volunteer community and provide motivation for them to do even more to make the world a better place.

A Stanford study recently showed that 30% of volunteers in the United States will come out once and then never return resulting in a lost workforce for the non-profit community of $38 billion annually. The primary reasons they don't return are 1) They don’t feel their work is appreciated and 2) They don't feel their work makes a difference and 3) Their skills are not being matched to the projects they are placed on.

Gamification is the perfect solution to this problem as in an industry where you cannot pay, promote or even fire employees it is crying out for an innovative form of motivation. By acknowledging the individuals social sacrifice, enabling them to share their volunteering on Facebook and LinkedIn and leveraging business partnerships to offer rewards to the volunteer community, Velping empowers them by clearly demonstrating their value and ensuring it is recognized. Not only that but Velping provides the volunteer community with a voice where they can rate their non-profit in the same way as they might rate a service on trip advisor meaning great non-profits will get even more support. Most of all we aim to change the dynamic between non-profits and volunteers to give more power to the volunteer to see and influence the difference they are making with their friends and colleges.

In the future people wont just help, they will Velp!
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With so many enterprises being breached by hackers lately and the explosion of IoT (Internet of Things), it’s clear that SMEs, Corporations and Government Agencies need to find more effective information security training solutions for their employees. With the help of specially designed security testing and training labs, this is something that can be easily achieved.

New concepts based on gamification and inspired by the Internet, guided by capture the flag (CTF) competitions, and specially crafted for the ITC industry should be the new approach. Robust Security Training Platforms where users and teams can train and improve their offensive or defensive security skills and flexible enough to be used as add-on layer or standalone solution to improve your organization’s core security training capabilities.

This is CTF365. A top notch Security Training Platform for IT industry with a focus on Security Professionals, System Administrators and Web Developers that offers five stars services.

The Platform implements CTF (Capture The Flag) concepts and leverage gamification mechanics to improve retention rate and speed up the learning/training curve when comes to Information Security

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October 192015
Over the past few decades, technology has played an increasing role in education. More and more, courses are being moved to distance education and completed over the internet. This shift has solved some problems, like giving more students access to education, however, it has created its own challenges including issues related to student motivation. For example, a recent study by Harvard and MIT shows that only 4% of students enrolled in their 17 massive online open courses complete the course. This challenge is not related to low quality course content or inferior assignments—the issue is student motivation.

Project Delphinium attempts to address the challenge of student motivation in online education by applying gamification principles. Gamification is the application of game mechanics, like those found in video games, to non-game environments, like education or marketing. Project Delphinium aims to bring gamification’s benefits to education by creating a thriving community of educators, developers, and designers committed to building practical, effective, and engaging gamification tools and environments for education.

Project Delphinium is a technology gamification platform designed to be simple enough to bring basic educational gamification to any course in just minutes, and flexible enough to allow for deeply integrated gamification experiences. Adding game elements to a course is simple using either our drag and drop developer interface or our widget selector in your LMS. We have a variety of game elements, current and planned game elements include content maps, a variety of progress meters, collectibles, leaderboards, low risk tutoring quizzes, peer review, status driven discussion groups, avatars, student performance reports, competency and objective tracking, achievements, and badges, or, if you don't see what you are looking for, Project Delphinium was designed from the ground up to be extensible, you can use our APIs to build your own widgets. Project Delphinium is based on award winning research and is founded on proven theory. Our research has shown that more than 72% of students found Project Delphinium more or much more motivating than a traditional course. In our research we have empirically identified four driving principles for WHY gamification works and four gamification learner profiles. ABSTRACT: http://proceedings.aom.org/content/2015/1/11477.abstract?sid=57b67ba8-f95a-4d00-b74f-ef718b7bb112

Vision
Project Delphinium aims to be a thriving community of educators, developers, and designers committed to creating practical, effective, and engaging gamification environments and tools for education. The Delphinium framework allows us to contribute a wide variety of educational gamification widgets and beautifully arrange them in flexible dashboards, helping to motivate tens of thousands of students.

Mission
We provide a flexible gamification platform that increases motivation in online education.

Slogan
Structure + Resources Function + Beauty

Values
Success - Life is too short not to be successful
Growth - Being more than we were is the purpose of life
Service - Few things are more noble or rewarding than helping people find success and growth, especially those who might not have found it on their own

Objectives
Build a supportive community
Develop a flexible gamification framework
Create a broad library of gamification widgets
Significantly reduce the skill and time it takes to research gamification and apply it online courses

Connect with us
delphinium.uvu.edu
LinkedIn: tinyurl.com/projectdelphinium
facebook.com/projectdelphinium
youtube.com/channel/UCec1xrDDR5A7PPPG0ZfdV-w
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August 62012
Actionbound is an app for creating digital scavenger hunts by means of installing digital content in the physical world.

Players are invited to accomplish tasks, which can be defined through the so-called Bound-Creator on the website actionbound.com, in order to playfully discover their environment by learning more about its history, politics and culture.

The content is filled in by the users making actual surroundings a backdrop for the game. We call these interactive mobile rallies “Bounds”, essentially a collection of diverse tasks, e.g., taking pictures, dancing, playing a game etc., linked to a specific location.

The program quite literally augments our reality by enhancing peoples’ real-life interaction whilst using their smart phones and tablets. Apart from the altruistic goal of helping people to discover “their environment by learning more about its history, politics and culture”, the free app is payable for corporate clients, who can use Actionbound for team-building events, as an Assessment for Learning tool and the likes.
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This is a classroom gamification project, designed by Natalie Denmeade, for a Digital Media Class at Taree Campus of North Coast TAFE, NSW Australia in 2014 and 2015. The students are mainly young boys 17 - 22 with a few mature age students. The aim of this project was to incorporate game elements and 'play' to increase engagement in class activities, improve attendance, and to build resilience required to complete a qualification. The average completion rates for Australian VET (TAFE) courses is 32%. In smaller regional towns this figure drops even lower to 7 - 12%, (as in this Digital Media course 2010 - 2013 statistics). The completion rate went up to 63% following this project, and is still rising. More importantly, the gamification project has created autonomous, resilient and happy learners.

The project aims were to:

* Develop a Learning community: empower students to mentor and teach
* Build individual identities through respect and affirmation of skill
* Cultivate trust
* Be playful
* Offer choices and embrace chance
* Take risks (and make mistakes)
* Have faith in student potential
* Incorporate whatever inspires students - draw on contemporary references eg Game of Thrones
* Share power: learners were involved in negotiating key points.

The course in Digital Media was redesigned to deliver both levels 3 and 4 (and advanced level 4) in the one classroom and to have a team-based holistic approach from all of the teachers involved in delivery. This approach relies on peer-support and collaboration and self-paced learning. Establishing the classroom culture with a new group of students is time-consuming and a very hit and miss affair depending on the dominating personalities in the newly formed group. This roll-over mixed-level approach leaves a core of students who have an established culture for novices to step into. This has created a learning community where 'the energy literally crackles' when you walk in the room. Many students come in to the room when no classes are scheduled so they can continue to work on their group projects.

The flexible gamification design concept tightly integrates a range of technology in the every day classroom; notably, Google Apps (GAFE) Moodle LMS, Online Portfolios and Badges. It incorporates low-tech and high-tech solutions for data collection and sharing of content. Unlike most eLearning projects, this framework doesn't rely on activities being planned in advance. Rather, the flexible design provides learners with choices where ever possible and is responsive to their skills and preferences.

There is a 45 minute presentation available online which outlines the project and has details use of eLearning Technologies: https://plus.google.com/events/c89omaen65i14sltl6721lqnk1g
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Global competence is a 21st Century imperative, but students are largely disengaged when learning about the world. 86% of 18-24 year olds cannot identify Israel, Iraq, or Iran on a map. Both newspaper circulation and network newscast ratings have long been in decline, and the audience that remains grows ever older. Online news fares little better.

FantasyGeoPolitics.com turns students into fans and managers of learning about the world by “gamifying” the news and engaging them with global information sources.

Popularly referred to as "fantasy football for social studies and literacy standards," Fantasy Geopolitics is a social learning game that follows countries as they compete for news headlines and development goals. As one teacher said about the game, “Fantasy Geopolitics empowered me to assume my students actually knew what is happening in the world, so I could scaffold and build upon those realities more efficiently in class.”

Teachers (or Commissioners) sign up, invite Students (or Players), have a draft in class, and use the scores and resources to build global competence inside and outside the classroom.

Students draft teams of countries, follow those countries in the news, adjust their lineups by adding, dropping, or trading countries and become more aware, automatically scoring points every time their countries are mentioned in the New York Times or make moves on a global news conflict-cooperation tone scale.

In my classroom, Fantasy Geopolitics improved engagement, news interaction, and test scores. Throughout the 2014-15 school year, the game also worked for more than 1,000 teachers and schools. Students say they’re most engaged in class when playing Fantasy Geopolitics and that it raises their awareness about the broader world. Teachers say students love seeing the changes in news trends and scores and that students get into the competition so much that they’re actually wanting to read the news and dive into learning about it more.

Fantasy Geopolitics is not only a successful learning game, but also a much better way to the read the news. We turn students into FANS (and managers) of learning.
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As a second year teach I saw that my students needed a little extra push to help get them engaged in the subject of history. As a Video-Gamer myself I knew the power that video games can have to motivate people to achieve beyond their wildest dreams. Therefore as a High School history teacher I decided to add the Gamification concept to my class. The main goals of the project to introduce collaboration and competition into my classroom in a fun way. By doing this I hoped that students would become more engaged in the content and want to study the topics more outside of the classroom. Since I implemented the Sector 6 system 2 years ago I have seen a huge increase in the interest level my students have with the subject. They attack every project, task, or goal with energy as they know they are working towards a common goals and will be rewarded for their hard work. It truly has helped transform my class into an experience!
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kGoal is a ground-breaking interactive training system (device + free app) for female pelvic floor exercise that provides real-time tactile biofeedback and the ability to guide your workout, track your performance, and make Kegel exercises fun. It's like having a gym, personal trainer, and tracking system all in the palm of your hand.

The device is inserted into the vagina and measures the strength and duration of pelvic floor muscle contractions and also provides tactile biofeedback to indicate whether the exercises are being performed correctly. In addition, its unique and flexible Squeeze Pillow design offers 360 degree sensing and can be adjusted in size to fit a wide range of anatomies.

Via the app, the user can guide their workouts using dynamic algorithms developed by our team of experts and track their performance to see progress over time and quantify their fitness.

However, most importantly, the app also enables users to turn their exercise into a game. While doing research to develop the product, the biggest issue we heard from doctors, physiotherapists, and users was that Kegel exercises were extremely boring, and that is why many people don’t do them as much as they should. Making exercise into a game is a tremendously powerful way to address this problem.

Our app currently has two games: Moving Target and Shape Shift.

Moving Target is quite simple - the user just has to squeeze their pelvic floor muscles harder or softer to track a moving target measurement. The target will jump up and down rapidly (to work on quick-twitch muscle response), jump up and remain high (to work on muscle strength and endurance) and move around randomly (to work on muscle motor control).

In Shape Shift, a series of shapes move across the screen the user has to open a set of gates with their pelvic floor muscles to let the shapes through. The harder the user squeezes, the wider the gates open, and they get extra points for having the gates open just barely wide enough to let the shape through (working on muscle motor control). Wide shapes work on muscle strength and long shapes work on muscle endurance. And, the game is set up into 30 second rounds (20 seconds of exercise and 10 seconds of rest) - the user starts at Level 1 and, if they succeed in the first round, move on to Level 2 (where the shapes are harder and come more quickly.

Overall, we have seen that turning the exercise into a game drastically improves exercise compliance, which in turn has a huge impact on muscle performance. After 6 weeks of doing at least three 5-minute workouts per week, our average user has improved their pelvic floor muscle strength by 28%, their muscle endurance by 72% and their muscle control by 17%.

Pelvic floor fitness is a critical part of overall health but has long been ignored - with kGoal, users finally have a great tool to help them manage this key part of the body.
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In the Ebola outbreak that stroke West Africa during 2014-2015, MSF responded in all the countries affected. As part of the response strategy, MSF was involved in Information, Education and Communication in health promotion. AllAgainstEbola App was created by MSF together with Riceup Studio, to promote safe and good practices to the people of the community in an Ebola context.

The objective of the app is to contribute to increase the knowledge of the population about the transmission of the Ebola virus and therefore to reduce the spread of the epidemic. It was decided to use gamification due to the power of games on behavior changes. As well as the conviction in social games to create collective efforts for health improvement by harnessing the power of friendly competition.

The big challenge was to design and create the app just in one month, to be fast responding to the emergency.
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July 112015
Slideshare: http://www.slideshare.net/secret/zMuF3oFJp1SDCN

INTRODUCTION
Embutidos Martinez is a leading Spanish food processor which belongs to a corporation with more than 2800 employees

PROBLEM
Embutidos Martinez faced major problems with their employee training initiatives: inflexible scheduling, production stoppages and lackluster competency rates. Their employees didn’t seem to adequately digest the course materials. These problems ultimately increased costs, which led to little return on investment.

PRODUCT
Introduction
Smartgame is an e-learning solution that applies gamification to promote more effective learning and to better achieve desired training outcomes.
Description
In Smartgame, users acquire different power stones that contain unique powers by completing different training courses. Each power stone is broken up into smaller piece. Each piece represents an individual unit of a course. Users have to complete every unit of a given course in order to collect all the pieces needed to obtain a power stone.
Once users complete a full training course and obtain a power stone, they can then use their newly attained power to duel against their co-workers by completing rapidfire course-related multiple choice or fill-in-the-blank questions. Users can form teams and compete against other teams to ascend to the top of the rankings, earn rewards and publicly display their mastery over any given subject.

STRENGTHS
Flexibility: Online courses allow users to learn and train at their own pace, anywhere with an internet connection.
Adaptability: Course content can be segmented, customized and tailored to any user profile, including, but not limited to, a user’s specific department, role, and location.
Simplicity: Simple UX design
Effectiveness: Visually aesthetic and user-friendly course interfaces enhance employee retention of course materials.
Duels and competitions facilitate employee recall of course materials.
Team-Building: The ability to form teams and compete against other teams improve collaboration and teamwork among employees.
Efficiency: Push notifications provide instantaneous communication, reminders, and feedback throughout all levels of the company.

SUCCESS CASE
Platform Login Rate - 99.4 % of 500 employees have logged onto the platform
Active Participation - In the first month, 14K duels have taken place in one month.
In the first 48 hours, 3479 duels took place.
Completion Rate - 84.8 % of employees have completed both courses offered.
In Week 1, 35% of employees had completed both courses.
By Week 2, one-half (50%) of the employees had completed both courses.
Mastery - Over 93,6% of employees have attained subject matter mastery in at least one course.
All the knowledge learnt has been implemented thanks to the emergency drills done, which have proven its efficiency.
Smartgame has opened to us a world of possibilities to interact with our new players: the employees.

Testimonials
“Smartgame is a new way to learn. When I’m playing, I feel like I digest information better.”
“Smartgame’s not your typical classroom course. It actually made the learning experience enjoyable for me. I’ve been able to learn so much more about my co-workers by duelling with them.
“I showed Smartgame to my friends and they were quite surprised. They had never heard of this kind of system. None of them had ever taken part in a training course that was like playing a game.”
“Smartgame is my vice. I even went as far as to develop my own strategies to beat my colleagues.”
“Smartgame is more fun than your traditional training courses. It was also nice taking the courses from home”
“Smartgame is very simple game. I learned gradually and at my own pace, which made learning feel more comfortable and natural.”

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September 242015
Just SOLD OUT Platform has been developed and performs TCM El Logo. A gamification project for theatres and event management

JustSoldOUT is a gamification platform 100% Mobile oriented. Its allow each gamer to become a community manager and promote products or events during a campaign (time period) . Platform allows gamers to share information through Facebook, Twitter, Whatapp, mail, and whatever is in your share option mobile. Motivates player visits for check-in and QR-scans at places, download apps, video watching, and or web visits. Quiz or external challeges (for example game completion) can be added easily. Everything at your pocket 24×7 for you to promote.

Platform Increase competition through "real " rewards. Main objetive is that messages and marketing campaign become viral and you gamer your best promoter at a low cost. JustSOLD OUT keep loyalty through a general ranking and exclusive rewards.

Platform provide leads, geolocalization, social information, sharing information (links betwenn players) to the companies. Allows to growth an army of comunity managers for your enterprise.


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At Persistent, we have implemented a game based visualization approach for all our employees that combines social collaboration, performance management, learning and rewards and recognition. The eMee solution has been in operation at Persistent for 5 years now, and the company saved, by a conservative estimate, over 38,000 person hours in 2014 by eliminating the need for an arduous and time consuming end-of-year appraisal process.
Client – Persistent Systems
With a young and globally spread workforce of more than 8,000 employees, leaders at Persistent were keen to embrace innovative ideas for streamlining their performance appraisal process, which was time-consuming and ineffective. Persistent asked eMee to help develop a game-based approach to performance management.
Persistent's leaders wanted their performance management system to drive social collaboration, learning and development, and employee recognition. The solution incorporated those functions into a gamified performance management platform that allows employees to participate in tailored learning opportunities, develop target behaviors, and showcase their achievements and skills.
Solution
eMee's appraisal system was designed to make the process fun, inclusive, easy, and transparent. It drives continual performance management instead of confining appraisals within the traditional end-of-year event. It also allows any employee to participate in the performance management of a peer, not just immediate managers an arrangement that allows for more data accrual than is possible in traditional systems.
In the new system, every employee has a virtual avatar, similar to the popular virtual-reality game Second Life. Managers and peers can present virtual gifts to employees to recognize their achievements, or employees can request gifts for themselves. These virtual gifts carry points, which give an accurate and objective measure of performance against key performance indicators (KPIs). The system also supports reprimands, which can be viewed only by an employee's manager.
The platform is integrated with Persistent's business applications and other information systems, eliminating the need for manual data entry and eliminating subjectivity in assessing performance.
Today employees and managers have a single window into all aspects of an employee's performance, including KPIs, objectives, training needs, and certifications.
Results
Performance assessment at Persistent now involves real-time feedback from various stakeholders, including customers, peers, and managers, across teams and functional units. Timely data capture is critical in Persistent's project-driven environment, where people switch managers and projects multiple times per year.
• Drastic reduction in escalations and resignations
• Quicker closure of annual appraisal cycles, saving over 6 weeks of calendar time
• Over 38,000 man hours saved in in last appraisal cycle.
• Better employee and customer satisfaction figures.
• 87% of survey respondents said eMee CPA is better than Annual Appraisals
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G-Learning is a gamified training environment for corporate learning courses which makes heavy use of gamification elements and other motivational affordances to engage learners during their course participation.

With the transition into "knowledge economy" the role of knowledge rapidly gains economical importance.
Many of today's companies such as SAP make their money by transforming knowledge of employees into goods the company can sell.
Thus it is crucial for companies to support their employees in continuous learning and knowledge acquisition, e.g. by offering access to learning courses.

Common approaches suffer from various disadvantages. Classroom trainings require physical presence and restrict the learner significantly in his autonomy of choosing time and learning speed. E-Learning solves these issues. However, e-learning also comes with new challenges. Very often e-learning suffers from the anonymity it creates for the learner. He is just one of many learners and does not build up a strong emotional connection to the training and other participants. Combined with other factors such as seemingly more important tasks in every-day-job-life, this can very fast lead to a significant drop in course completion rates.

The G-Learning team's goal was to improve the learning experience of corporate trainings by introducing gamifcation and social elements.
G-Learning is very successful and achieves completion rates of around 80%. Learners love the experience and confirm that the use of gamification significantly motivates them.

Concentrating on the architecture of the whole G-learning platform we reached a level that G-learning could not only be seen as project for educational programs but for any content which requires motivation and team engagement.

For a detailed description of our gamification approach, please have a look on our project page: http://scn.sap.com/docs/DOC-68313
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September 242015
The project is about developing an Innovative Ideas Environment (Innycia) that supports and boosts promoters owning innovative ideas.
Through the platform, promoters are encouraged to evolve their idea into a social innovation project following a proven social mentoring methodology where promoters, mentors and experts establish a fluent relation. To build the social innovation project, promoters are required to complete a 20 missions gamified journey aiming the construction of a project plan. Once the project is accepted, it is included in a second stage called Project Resources Environment, where projects are enhanced and launched through resources in four main areas: Social media, funding, technology, and advanced skills in learning and creativity.
After a frustrating tentative to do it in an analogic way using only online document edition as a support, we realized that both a platform supporting the innovation processes and an user centered design attending motivational patterns were needed. Using gamification we have achieved that mentors and promoters interact while building the innovative idea, that users interact in the community area, detection of experts emerging from the network, synergies among projects, etc. In fact, in less that one month nearly 50 ideas are being developed in the system.
In order to build an experience a mobile app is actually being developed and a game of "choose your own adventure" is provided and linked with "Innycia" (Don't forget the fun).
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November 32014
Every year in Canada 1,400 children are diagnosed with cancer and must not only battle the disease itself, but also the pain associated with cancer and its treatment. Pain is a common and distressing symptom that affects a child’s quality of life. To effectively manage pain, the healthcare team relies on patients to communicate how they are feeling. The challenge is that after chemotherapy and radiation treatment, the last thing on these kids’ minds is completing a pain dairy. To meet this challenge, researchers at The Hospital for Sick Children developed Pain Squad, a creative solution aimed at capturing the daily pain experiences of these children in the form of an iPhone app. Pain Squad helps kids and teens with cancer track how intense their pain is, how long it lasts, where it hurts, what helps to treat it and how it impacts their daily lives.

To keep kids engaged and motivated with the app, the concept of gamification was introduced to recording their pain assessments. Adolescents play the role of law-enforcement officers in a special police force that hunts down pain. The gamification system included a compliance-based rewards system where users proceed up the law-enforcement ranks. Each promotion to a higher rank unlocks an encouraging video clip featuring celebrities from two Canadian law enforcement shows, Rookie Blue and Flashpoint.

Traditionally, self-report pain assessments take the form of paper-based reports. These reports are only completed 40%-60% of the time and can be inaccurate and contain bias due to the recall of a patient’s pain experience. Gamification in the Pain Squad app has demonstrated 81% compliance overall among users. Users also overwhelmingly endorsed the app as appealing and fun to use. They also appreciated the ability to role-play as a detective and advance through the law enforcement ranks within the game. Overall, users enjoyed using the game-based app, found it easy to use and found that it did not interfere with their daily activities.
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February 132015
AbaPlanet for iPad is an advanced and extensible learning platform based on ABA. It allows doing exercises of receptive language and matching for learning 350 words of the children and adolescent’s basic vocabulary.

AbaPlanet is based on Applied Behavior Analysis or ABA, a well-known and proven method for people with special need such as Autism and learning difficulties in general, and also suitable for learning in general.

Through matching, or object equalization and receptive vocabulary training, Planeta Imaginario Foundation (http://www.planetaimaginario.org/en/), a clinical center with over 14 years working with kids suffering Autism Spectrum Disorders, and ascribed center to Lovaas Institute in USA, intends to put at parents and professionals’ reach, the technical knowledge applied to in-person therapies with kids. The aim is the kid to keep learning in naturalized contexts and in an independent way: at home, at school, in leisure time; as well as in structured contexts, providing the professional with a supporting tool: in therapy sessions.

AbaPlanet includes an expert system, based on artificial intelligence principles, which adapts to pupil’s level in an autonomous way, depending on right or wrong answers given to the exercises. In other words, the platforms makes the same decisions a therapist would in session with a kid. It also comes with: reinforcement activities as a reward, and a logging system that can be sent by email by the professional, with the difficulties appeared throughout session and the % of right answers. Moreover, many more customization options in order to adapt to every single user, such as: aid types, answering modes (touching, dragging), question types, etc.

With this combination, AbaPlanet turns into the very first app that fits in everything that is needed to carry out ABA based learning sessions, in a complete and autonomous manner.

Currently, Planeta Imaginario Foundation staff has incorporated the work with the App for vocabulary acquisition with kids in therapy, for working with parents (keep on learning when in holidays, reduced self-stimulations in waiting situations such a doctor’s visit, etc.), or reinforcing acquired skills. At present, we are starting research about the validity and effectiveness of the AbaPlanet, after having observed its efficacy in word teaching, as well as those learning’s generalization to a natural environment.
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January 312013
Empower is a customizable patient engagement platform that helps patients engage with their therapeutic program and improve medication adherence. It employs gamification, social connectedness, and positive habit formation.

Users set health goals and sustain motivation as they work toward their objectives incrementally. Frequent triggers and notifications reinforce daily engagement. The application is typically customized to programs that can be habituated within 3 months. Choose Your Own Adventure narratives delight, reward and educate users as they build self-efficacy. Social features and a virtual coach reinforce healthy habits and a positive, realistic attitude toward managing their chronic condition. Empower has been customized to support people with type 2 diabetes; insomnia, and patients preparing for bariatric surgery.
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February 152013
Picture It! is a mobile application that supports a 12-week lifestyle improvement program for patients preparing for bariatric surgery that was piloted by one of the largest integrated health delivery networks in the United States. Using a combination of gamification, social psychology, and habit building techniques, Ayogo’s Picture It! application was piloted over the course of 12 weeks with positive results: 60% of patients were highly engaged—averaging 3 of 5 care plan tasks daily; and this group also lost 17.3 lbs vs. 8 lbs by the control group, and kept the weight off in subsequent follow-ups.
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April 82015
A good night’s sleep starts with a daily routine that prepares your body for a restful night ahead. But each person is different and no one routine works for everyone. The Sleep Guru mobile app for Android and iPhone uses gamification to support you as you as you choose goals for your sleep habits and work toward a better night’s sleep.

You can use this app's 10-Day Challenge to begin new daily routines for sleep and wake. The app's interactive, daily-action list offers playful support and feedback in just a few minutes of your day.

As you progress through the Challenge you will be rewarded with relaxing sound-scapes and beautiful imagery that can inspire a peaceful state of mind. Gamification motivates and Virtual Coach supports you as you work toward your goal of a better night's sleep.

Sleep Guru is an unbranded mobile product published by Merck Sharp & Dohme Corp. a subsidiary of Merck & Co., Inc, and designed and developed by Ayogo Health Inc.
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Binnakle, the first game to find new solutions to any challenge inside companies

Many companies are already using gamification as a tool to change behavior of its people, to improve internal processes or improve the knowledge of his client. A Deloitte study indicates that in five years 25% of the processes will include any part of gamification. Another study by Gartner notes that in the coming years, 50% of companies will integrate the game into their innovation processes. In addition, various American universities offer courses and game integration in different areas of the company, particularly in innovation and creativity in the famous Stanford course "From play to innovation", organized by Ideo.
Within this context arises Binnakle, the first game that takes advantage of gamification to help companies to systemize all parts of the creative process. It aims to provide organizations with a tool to find innovative solutions in any area of ​​the organization effectively while playing. Binnakle enables anyone, even without previous knowledge of innovation, to optimize the performance of a creative session, finding new solutions on any kind of challenge

The main challenge was gamify the whole process of innovation and not just generating ideas. With some tools and practice, generating new ideas is not the most complicated part. Getting ideas that are really different from the solutions we use to find in our meeetings and that can generate value and be transformed into projects that can be implemented to reach, is much more complicated. In fact the quality of the output is heavily influenced by the other phases of the process: reframe the challenge to find new questions, select the ideas so they do not fall more disruptive to the first filter ideas, transform ideas into concrete concepts and landed, thinking on how to conduct a pilot/prototype and prepare the idea to maximize their acceptance with proper presentation.

Binnakle represents an expedition that guides the participants, called Explorers, to innovation through the 4 phases of creative thinking. A game of Binnakle is a competition among teams that will be awarded with bikles according to 3 criteria’s: luck, quantity of content generated and quality of these proposals. The brave explorers from the different teams will have to overcome the 4 missions (representing the 4 phases of creative thinking) of the game.

Mission 1: THE LAKE OF QUESTIONS
Goal: To write as many reformulations of the challenge as you can
Reason: The best way to find new answers is to reformulate new questions

Mission 2: THE FOREST OF LIGHTS
Goal: to obtain the maximum number of ideas solving the reformulated challenges selected during Mission 1
Reason: The best way to find good ideas is to generate many

Mission 3: THE VALLEY OF THE TWO FACES
Each team has managed to get out of the crater of the challenge; they have survived in the lake of the questions, and crossed the forest of the lights. Now we are in the a new quite space that is ideal for rethinking and more reflection
Goal: to make the ideas chosen more concrete and improve them.

Mission 4: THE BEACH OF NEW HORIZONS
Each team has managed to get out of the crater of the challenge; they have survived in the lake of the questions, and crossed the forest of the lights. They had time to rethink and improve their ideas in a quite space. Now they have arrived to the beach of the new horizons to defend them the best they can.
Goal: each team will try to board their ideas to explore the sea of opportunities. They will have to prepare the ideas, optimize their presentation and define how to organize a first test to check their potential.
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October 12012
GooseChase is an intense scavenger hunt platform for the masses. You can easily join huge international games or create a custom hunt for you and your friends. For competitive people, in-app leaderboards and photo feeds heat things up very quickly. It’s bold, crazy and highly addictive. Works on iPhone and Android.
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Our solution: an advanced dashboard tool with mobile support, to monitor individual and group achievements. All with the bonus of gamification ;)

Our FREE version challenges individuals to gain good habits by tracking their dedication to different activities.

We've made a short video explaining our idea and showing the game looping: 1minuto.weggu.com

Hope you like it! Leave us your email and we'll send you a "beta code" to try it http://app.weggufication.com/invitacion

Joins us!! Thanks and good luck! :D
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June 12015
Beer Wars Game is an action of gamification developed by SoloArtesanas with the dual aim of creating a community of craft beer lovers and increase sales of the online store.

Craft beer consumption is a recurring activity among craft beer lovers. The Beer Wars try to move online shopping orders to monthly subscriptions in achieving higher average tickets and loyal customers.

Most of our competitors try to build and maintain online clubs whose only customer service is to give them 6 to 12 different beers home each month. The gamification allows us to differentiate ourselves from these online clubs achieving that customers receive their beers each month, try and learn to taste and value them and compete against other Beer Warriors to win prizes.

A battle (month) of the Beer Wars is as follows:
1. Every Beer Warrior receives a pack of craft beers in 3 different types.
2. Every week, every Beer Warrior taste one of the three beers using our mobile web app for tasting beers.
3. He/She learns to taste craft beer and rates every feature of it (appearance, foam, color, ...)
4. The more accurate is the Beer Warrior tasting to the brewery tasting, the more points he/she gets.
5. Alongside the tasting, it is also evaluated other Beer Warrior actions such as replies to tests questions or minigames, beer photos, etc.
6. After 3 weeks (one for each beer) we offer the fourth week to try again any of the 3 beers and improve scores.
7. At the end of every month the best Beer Warrior is published and we send to him/her their prizes (tickets for microbreweries, free beer, ...)

The gamification is addressed from the mobile web and through a constant and fluid communication via email with each Beer Warrior.
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October 92015
Stockfuse, a revolutionary candidate evaluation and talent development platform has partnered with Barclays to create the first ever Barclays Markets Insight Game as part of its graduate recruitment campaign.

This platform is the first to integrate gaming, psychology and machine learning techniques into trading games that provide the most realistic and social trading experience. The Barclays Markets Insight Game is open to all university students in the Americas, Asia- Pacific and EMEA. A total of 18 individuals will have an opportunity to meet with Barclay’s executives from around the world and be mentored about career opportunities at the bank. Two winners will be selected from each region and will be determined based on their investment returns, overall though processes and behaviors.

The Barclays Markets Insight Game will enable Barclays to reach out to students studying in any campus in the world and engage with students in a more interactive and innovative manner.

Stockfuse addresses the issue of workplace diversity through virtual candidate evaluation and talent development platform. This is the first platform through gamification to integrate social gaming, psychology and machine learning techniques into trading games to revolutionize the recruitment process for financial institutions. Students, educators and individuals have the opportunity to trade and invest in the real stock market across the web and mobile traditionally, financial institutions conduct on-campus information sessions at only select universities and manually review thousands of resumes before they can determine candidates for in-person interviews. The whole screening process can be time consuming and resource intensive.

The Stockfuse platform, using advanced machine learning techniques, quantifies the skillsets of each candidate, allowing financial institutions to specify the exact criteria they are looking for and quickly filter through a diverse community of candidates.

Stockfuse is changing the financial industry through gamification, addressing the problem of both workplace diversity and the recruitment process.
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Gamification in higher education

Gamification in education is about engaging students to learn using gaming elements and gaming mechanics such as awards, badges and leader boards (Bentley, 2015). While the objective of gamification in education is laudable, its use is still relatively new and there is not widespread adaptation in education. This could be because educators may view learning as a serious endeavour and may shun the idea of making learning a play/game, especially in higher education. This submission attempts to demystify this by showcasing a mobile gamification application called GameLead* that has been used in the teaching of a university-level business course called Leadership and Teambuilding. The strength of this submission is that it presents not only the design of the gamified application in teaching and learning, it also includes systematic inquiry into evaluating the use of gamified application in teaching and learning.

GameLead

GameLead is a mobile gamification application that is designed by Dr. Rani Tan, Senior Lecturer in the Lee Kong Chian School of Business, Singapore Management University, to teach the Leadership and Teambuilding (LTB) course, and hence the name GameLead. Rani designed this application with her Teaching Assistants of Academic Years 2013/2014 (Term 2). In brief, this is how the application works. GameLead presents weekly quests comprising of multiple challenges on concepts related to leadership and teambuilding. The challenges could be a reflective entries/thought pieces, quizzes, predictions, polls or photo challenges. Each student would have to face 7-8 challenges to conquer the weekly quests to gain points. In addition to that, students could also post comments on other students’ postings as well as indicate their likes, which would contribute to additional bonus points. These points could be accumulated and used to redeem rewards that would give them a strategic advantage in the learning process. For instance, students could redeem their points to choose when they would like to do their project presentation. There is also a leader board that gives the overall statistics to show who is leading and fuel the competition. Overall, GameLead uses a social media like platform to engage the students in the LTB course through points, achievements, leader board and rewards. It should be noted that the use of GameLead application as part of the course is voluntary and yet all students participated actively. This application is used by LTB students outside of class and their online reflections and discussions (using the application) are integrated into the in-class sessions through weekly discussions.


Evaluation of GameLead in Higher Education

Rani piloted the application in 2014 and continues to further refine the game. To enhance the use of the application systematically, she collaborates with educational researcher, Dr. Nachamma Sockalingam from the Centre of Teaching Excellence. Using an end-of course, online survey, the duo found that students viewed GameLead to be fun, easy, and convenient to use. They also discovered that GameLead is good at extending learning outside classroom and makes learning seamless and continuous with in-class sessions. Seventy-six percent (76%) of the 164 respondents taking the evaluation indicated that they would recommend the use of GameLead in future classes, with approximately 90% reporting that GameLead helped them to reflect, think critically and collaborate with their peers. Eighty eight percent found the application to be relevant and meaningful to the LTB course. Overall, both the students’ and instructors’ experiences with GameLead as a teaching and learning application shows that learning can be made both meaningful and yet fun using this gamification application.

GameLead as an application is easy to set up, and use. The major advantage is that it gives flexibility to design tailor the gamified experience. Users could define their own quests, challenges, points, achievements and rewards. Hence GameLead has the potential to be used more widely in teaching, training and beyond the LTB course in higher education.

Reference:
Reiners, T., Wood, L., & SpringerLink. (2015). Gamification in Education and Business, Cham : Springer International Publishing : Imprint: Springer.

* Based on Rani’s design, the application was developed by Gametize, in 2013 (Keith Ng, the founder of Gamteize was Rani’s Teaching Assistant then).
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zoojoo.be helps employees strike work life balance by helping them create great habits like eating better, spending time with family, exercising more, starting new hobbies etc. The platform's advanced behavior change engine helps employees bring about these positive changes in their lifestyle by leveraging on the social fabric at workplace and game mechanics. The cloud and mobile application converts user's habit challenges into fun game that is played between friends at work. Employees compete and collaborate with each other for their respective habit challenges while driving the common objective of wellness for the organization.
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The goal of the project was to create an online learning program that teaches new employees everything they need to know about “corporate taxes”. The learning program is integrated into a holistic learning strategy for new employees, which also includes face-to-face training. By passing all training units, new employees are able to qualify for their daily work as a tax expert consultant at PwC.

Because “corporate taxes” are a central as well as a very extensive key topic for PwC tax experts, the learning program consists of 12 modules which cover about 12 hours of learning contents. This requires a long attention span. Furthermore, most learners associate learning formats about „corportate taxes“ with dry and complicated learning contents. Therefore, a traditional web-based training seemed to be inappropriate in terms of learning motivation and retention. Instead, gamification elements and story-based learning were used to increase the learners‘ motivation.

Different interactive elements are integrated into the training. The learner has to fulfill a concrete mission that is embedded in the framework of a realistic story with distinctive characters and authentic dialogs: Mr Amann, an entrepreneur, hired PwC to carry out the tax audit for his company. The learner has to gain the required knowledge and has to solve different tasks together with his team. The goal is to satisfy the critical auditor Mr Findich, who controls whether all submitted information is correct.

Points are used for performance measurement. The learner can collect these points for solving diverse tasks. Tasks with different difficulty levels are available. The faster the learner solves the tasks, the more points he gains. Additionally, the learner can gain extra points for fulfilling voluntarily tasks like working through a legal text again. Furthermore, the learner has the possibility to gain badges and rewards for solving tasks or just collecting information. The badges and rewards are not connected to the points. They are an additional motivation instrument.

There is an interim test in the middle of the learning program. After completing it, the learner receives a suggestion on which learning units to do next in order to successfully pass the final test.
The training is available in German and it is accessible via a Learning Management System.
PwC has chosen two e-learning experts as partners to create the learning program: HQ Interaktive Mediensysteme GmbH and IMC AG. With IMC, PwC has already carried out different successful projects in the past, e.g. implementing mobile learning cards.

The master version of the learning program will be available end of October.
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April 232015
Social game based on the premise of a virtual world where the players create an important project of their choice for European cities where they can train and build their career, while understanding more about the various possibilities offered by EU programmes.

The main page of the game is a map of Europe . The players chose a city of origin and some basic skills and characteristics. From here, they can go and visit any city of the map, choosing where they would like to study, work, take part in European Voluntary Centre, study languages, set up an enterprise etc.

In each city one is able to find a home, a university, sources of EU information… as well as some leisure areas such as a disco or a Football pitch where players are be able to interact ones with the others.

During the game every player has to achieve a right balance of time spent in studying, getting fun, working and doing voluntary tasks. One will have to travel around Europe to find a university offering an appropriate level of the chosen studies. The more the player studies, the better will be the job offered to him. One can also become an entrepreneur or take part in other players' projects.

One of the objectives of the game is to promote work mobility, innovative entrepreneur initiatives or some of other possible options available after studying, such as research. Working provides the player with money, contacts and experience.

The game has a competitive component represented by rankings that are created by the adding up the different scores that each player has. These scores would be: education, experience, money, happiness, and a general score where all the other characteristics would go.

This game can be linked to the gammer Facebook profile and has incentives that make the players want their friends on Facebook to join the game in order for them to help them out and collaborate in building a business, etc. As a result, this has the potential to become a viral game by multiplying the players. It can also become a tool with which to make new friends such as players which one has met in the different places the player has studied in or collaborated.
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October 102014
A) Main Goal:

Touristic interactive experience using gamification as a frame to make tourism.



B) Company projects

Inoibérica, Ingeniería Interactiva del Ocio is a technology company focused on providing innovation and value to the tourism sector. The company's products are designed to generate a more social and interactive entertainment, so that new traffic of visitors are attracted and made loyalty customers. To do this, the company offers solutions for the generation, through mobile devices, of dynamic and interactive games.

Linked to a brand-territory, mainly concentrated in government (municipalities and county councils, through their respective boards of Tourism) and in all types of private establishments and commerce like hotels, restaurants, shops, leisure activities, etc.

The company has developed a technology that enables the creation of customized mobile applications using the game as a means of attraction or loyalty. The technological basis is similar, although specific developments vary for each customer segment:
• Amazing Specific Space - Unique developments: Museums, resorts, etc
• Amazing City - Tourist Territories: Cities, provinces or other political lands.


In both cases, the technology developed by the company customizes the application to the maximum, so that each one is different and provides a unique experience. Also, the app will be updated periodically with a low cost to the client, allowing renewed versions systematically and ensures a steady stream of revenue for the company.
In resume is a very customized app to offer the final customer a unique and personal experience visiting a city, an attraction park, museum, etc. Our developments put the final user as the protagonist of the experience.

C) Gamification Implication

We used gamification as a way to make funniest the visit to a city or a specific space. We propose the visitor to play a game where he is the protagonist that has to discover some secrets, mysteries or treasures involved in the area that he is visiting.
With our developments, the city becomes the board game and the monuments and symbolic places, the sites to develop the action. Arriving there (using own geo-localization as a tool) we present a challenge to our friends who have to solve them to pass the dare.

For that we make them to look for a QR hidden, to solve a test, to look for a mysterious character (using for this augmented reality), to make a small physic game, to take a picture, etc.

To promote the engagement of the tourists, we incorporate all the theories and mechanics of funny games, like points, avatars, emblems, classifications, etc.

Added to that, and as extrinsically motivation, we offer prizes related to the local commerce like free nights in hotel, free meals, attractive discounts, etc.

To summarize, we provide an added value to tourism. We say to the tourist: using our Amazing Apps, you visit places at your own pace enjoying a funny and interactive experience. How? Playing with real elements of the space you visit and winning attractive prizes.
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September 302014
http://www.aislados.es is a free adventure game , developed by SIAD Association and funded by the Spanish National Drug Plan . Awarded the prize for best game of the year 2014 in the field of health promotion in the Fun & Serious Games Festival , he has just received the Reina Sofia Award 2015 against drugs in the area of ​​educational and community prevention .

Designed to work on social and emotional skills in schools and colleges, it is an innovative tool for teachers who are interested in the use of serious games in education.

The player 's must register, answering some very basic questions about themselves, so that the avatar start the game with basic scores, like the player himself profile. A shipwreck on the way to the course will be the start of an adventure that will lead your character answering questions, minigames, tests and events and discussions with NPC, Monkey Island style. According meet the various challenges, the items will go in either direction, and scores on the different skills vary functioning as a mirror to see what consequences may have certain behavioral styles.

Educators have a specific area where they can download a tutorial to work the proposed contents, after the chavalos have been passed various tests. Trying to promote skills for life from the theory of Experiential Learning, first vivencian certain situations in the game and later reflections and group dynamics are proposed to generate concepts and socio-emotional skills training. Educators in the area, there is also documentation and guidance for families.

We just finished the third stage of the four that make up the game , but the technicians have developed Isolated (psychologists, social workers , graduates in audiovisual communication and the company Taumaco & Complex Labs) believe that adventure games can be a bonanza for work in classrooms certain content in a language that is closer to the reality of students
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Consum, the foremost Spanish food retailer, decided to work with Hooptap to boost its loyalty program with a Danone product campaign. Danone, a multinational food-products corporation, wanted to launch a campaign to familiarize users with their products on a Consum's environment. Its objective was to increase sales by a 20%. Hooptap provided a Consum's Brand Club, where users interacted with the different product varieties and their specifications.

Danone challenged the customers to play new games every day in order to win prizes while discovering new content about the products and the brand itself. During the campaign, users in the Consum's Brand Club could win points on the virtual grocery store, sponsored by the brand, and get discounts and prizes which could be purchased at the usual POS. At the end, this gamified environment worked to engage the audience and monetize this relationship in a fun and interactive way.
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As Cisco transitioned from selling products to selling solutions to selling outcomes, support became more complex and challenging. Meanwhile, our customers have increasingly relied on self-serve and self-solve support options to meet their service needs.

Our customers and partners clearly benefit when our Technical Assistance Center (TAC) Engineers share their expertise by producing content. However, historically, only a small subset of our TAC engineers would take the additional time needed to document and publish their knowledge and expertise.

Our challenge: How do we engage and motivate over 4,000 TAC Engineers across the globe to transform their knowledge and expertise into content our customers can use? And how can we make it easy for them to do so?

Through both the Knowledge Champions League (our Gamification methodology) and workflow integration enhancements to the engineers' case management platform, we successfully engaged our TAC engineers, and sustainability increased TAC content production. The Knowledge Champions League (KCL) employee engagement initiative offered a 2 week work rotation to any TAC location in the world for the winners as an incentive. Enhancements to the engineers' case management platform provided an easy way for our engineers to capture and publish knowledge from within their case resolution workflows, thus converting their knowledge into valuable content for our customers as part of the support process.

The results confirm we have driven employee engagement and impact leveraging Gamification:
55% Increase in TAC authors externalizing content - publishing content to cisco.com
43% Increase in TAC authors creating internal content
47% Increase on number of articles published yearly
5 Times more content created by Engineers participating in KCL (compared to those who didn't participate)
+1M Yearly customer views on externalized articles
$41.7M in case deflection attributed to articles externalized by TAC Engineers

Our Gamification approach,

Our approach was to infuse gamification to our existing Social Knowledge Management Environment, Tech Zone, and integrate Tech Zone into our engineers' case resolution system and workflows (CSOne). Tech Zone began as an internal Cisco channel that lets support engineers around the world share support case solutions and knowledge in real time through online discussions and articles. Engineers used this powerful collaborative environment to author content, post questions, adapt conversations to their own documents, and tap into TAC “crowd sourcing” for a myriad of purposes. Tech Zone was then integrated into the Engineers' case resolution workflows and system (CSOne). Additional "flag for publishing" capabilities were added to convert the discussion and issue resolution content into externally published Cisco.com articles for customers to access.

This was the perfect environment to introduce game mechanics methodology to drive TAC engineer engagement and drive the content creation culture.

In order to introduce game design methodology to engage and motivate our engineers we did the following:

1) Build a reputation foundation: Points, Ranks and Leaderboards
A foundational mechanism was to enable Engineers to build their reputation, in which their content contributions would translate to obtaining points that would enable them to keep on growing on Tech Zone's ranking system. The first time an engineer logs in Tech Zone he obtains a "New member" rank, the next evolution rank is to start consuming knowledge which transitions the engineer to an "Observer" rank. As the engineer starts replying to discussions and creating valuable articles, the engineer starts raising in the ranks (Associate, Specialist, Expert) all the way up to an "Elite" Rank.

A key element to drive engagement is to provide feedback to the engineers regarding how they are doing; in addition to ranks we also displayed public leaderboards for each technology. These leaderboards were designed to showcase the top contributors on a 30 day rolling window, allowing anyone that recently joined Tech Zone to grow and be recognized in their technology leaderboard.

Points, Ranks and Leaderboards provide the foundation to enable direct feedback to engineers regarding their reputation and how impactful the content they created is. This motivation drove engineers to continue sharing valuable content with their peers and our customers.

2) Create tailored competitions: The Knowledge Champions League (KCL)
We supplemented our foundational reputation by launching an annual competition which we called the Knowledge Champions League (KCL) to empower engineers to drive the creation of valuable content that, when shared with our customers, helped customers self-serve and self-solve their issues, and in turn, avoided the creation of a support case to TAC. The competition was designed to bring together TAC Engineers from different regions to collaborate in teams.

*KCL Structure:
Phase 1: Qualifying period. During a period of 3 months we empowered all Engineers to create content in Tech Zone to qualify as top contributors in their Technology Space.
Phase 2: Team Competition. After the qualifying period finished we paired the top contributors of each Technology and different sites (Europe, Americas, Australia and India) into teams to compete in seeing which technology team creates the most impactful customer content.

Each Technology Team was paired with a Technical Leader who would be their coach to drive the right behaviors and best practices on the creation of valuable content.

*Game Elements:
In order to create an enticing competition we incorporated the following core game elements:
1) Define a clear and achievable goal. For KCL that goal was to create valuable content that would benefit other engineers and our customers.
2) Select metrics that can effectively measure a contribution's impact. In order to measure the TAC Engineers' impact we measure the following metrics: High Value Articles, Articles Externalized and Solutions Provided. These metrics composed our League Points. We were able to measure High Value Articles by looking at how often these articles where being reused by other engineers in Tech Zone.
3) Feedback Loop: We provided timely feedback on how each team was performing for motivation and driving healthy competitiveness. Every week we would publish a leaderboard showcasing how many points each team had accrued.

*Prize:
The winning team would be given a rotation, the opportunity to work two weeks from a Cisco TAC Center office of their choice. This award was intended to strengthen the collaboration bonds between TAC Engineers of different regions. This award also created enthusiasm on the different TAC Centers to entice the winning team to select their location for their rotation. Several TAC Centers created videos showcasing why TAC Engineers should come and visit them.

We measured the output of KCL participants and compared it with active Tech Zone engineers that were not part of KCL. The results where extraordinarily positive in that, on average, KCL participants created 5 times more content than non-KCL participants.

All Knowledge Champion League participants realized additional benefits from working in global teams across their technology space. These benefits included building their network of contacts, gaining exposure, building cultural awareness, and strengthening their collaboration skills during their cross-regional partnerships in developing content for their technology area.

*Testimonials from the Knowledge Champions League winners:

“The 2 week rotation to SJ and RTP, as a part of the KCL competition, was awesome! Having the opportunity to meet colleagues, interact as well as strengthen relationships with various Engineering stakeholders”
Harmit Signh, Collaboration Engineer, Cisco Systems Inc

“The KCL competition itself gave me an opportunity to get to know a cross-functional team of high-performing Security engineers from around the world. Working as a 'team' allowed us to socialize and work in lockstep better that we would have through day-to-day work”
Magnus Mortensen, Security Engineer, Cisco Systems Inc

The Knowledge Champions League has become a yearly event with the objective to empower engineers to create and share valuable content with our customers and to build the foundation of a content creation culture.

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June 222015
Untangle My Bill is an online resource and gaming app created to assist Centerpoint Energy customers in understanding the new Revenue Decoupling feature on their bill. This website was designed by Internet Exposure.
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September 12012
Community PlanIt (CPI) is an online, social game that engages communities in local planning. Its goals are to increase the number and diversity of participants in the planning process, cultivate civic learning among players, and provide better data to planners about stakeholder views.

The basic structure of a CPI game is a series of time-limited missions, where players are prompted to complete a series of challenge questions. Players receive coins (in-game currency) for most game actions, and certain actions such as commenting, liking, and sharing are reinforced through badges. Coins function to rank players’ performance in the game, and also serve as a currency that can be spent on “causes” which are local projects that benefit the communities playing, such as college application assistance for low-income youth or funding a neighborhood bike program. Players with more coins accumulated have a greater impact on which causes win. While competition is key to players’ motivation, cooperation and sense of community are fostered through easy comment filtering tools and weekly emails to players that summarize game activity. At the end of the game, the distribution of coins to causes is meant to represent the community’s general sentiment.

CPI is more than an online game. Each implementation is part of a process that involves community outreach and content creation prior to game play, and is followed by a face-to-face community meeting that also serves as the game finale. There, players and non-players are invited to debrief on game results and plan for next steps.

CPI offers a refreshing contrast to traditional means of civic engagement, which typically focus on official transactions, such as voting in an online poll. CPI’s interactive web design fosters reflection, learning, and the development of trust among players, while accumulating high quality data about community sentiment. Civic learning happens because the participants trust that there is power in their opinions and that someone is paying attention.

Community PlanIt aims to augment existing offline engagement efforts by stepping up where face-to-face meetings often fall flat. All too often planning meetings are hampered by a lack of diversity, learning, and trust and a surplus of one-issue activists, incivility, and misunderstandings. Community PlanIt provides a framing that allows planners to guide citizens through the narrative of the planning process, creating opportunities along the way for learning, civil conversation, and meaningful input. Community PlanIt not only builds trust between citizens and planners, but is itself a powerful data collection tool that allows you to meaningfully analyze citizen input and truly incorporate it into the planning.

Once the game is complete, the data is available to planners and community organizations via an interactive data visualization tool as well as spreadsheets. Most simply, this data can verify the relevance and urgency of previously identified issues. The “thick” responses elicited by CPI’s unique design can also help reframe these issues, and even highlight new or emerging issues that had escaped prior notice. Lastly, CPI’s accessibility can help clarify the relative weight or magnitude of public opinion about particular issues.

Community PlanIt was originally designed to address the problem of inclusivity in city-wide planning, particularly real estate development and master planning. The Detroit project was called Detroit 24/7 and was designed in collaboration with Detroit Works Project Long Term Planning. It lasted 21 days, and consisted of three weeklong missions. In that time, 1,033 players registered and created over 8,400 comments about their experience with the city as it is now and where they think it should go in the future. After the missions ended, there was a Game Finale meeting at the Central branch of the Detroit Public Library, where over 120 people showed up to celebrate players’ accomplishments and to plan for next steps. Since it’s initial uses in the Cities of Detroit and Philadelphia to engage the public in needs assessment and visioning for master planning, the game platform has been used in a much wider array of planning contexts – both in terms of geography and content.

In 2014, the United Nations Development Program in Moldova partnered with the Engagement Lab to use Community PlanIt in the context of engaging citizens of Moldova on the issue of youth unemployment, while facilitating a cross-cultural dialogue between Romanian and Russian-speakers in the country, where tensions between the two cultures were running high. That instance of Community PlanIt was able to draw in about 1,300 registered users who entered 7,931 comments (data points) in the game. Players submitted proposals for 29 different Causes that focused on creating solutions to youth unemployment. The top three won real world funding from the UNDP.

On the success of that game, the UNDP Bhutan partnered with the Engagement Lab to produce their own version of the [email protected] to address the specific issues facing youth, particularly in the capital city, Thimphu, and other urban centers. In the fall of 2014, [email protected] Bhutan had nearly 2,000 registered users, who played the game in English, and generated over 14,000 comments and responses to challenge questions about the issues surround youth unemployment in that country. The top three of the 58 Causes submitted received real world funding for their projects.
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January 12013
Social&Loyal is a gamification platform that offers gamified loyalty solutions for brands.
We haver several published platforms from retail, e-commerce, services, etc. companies.

Some examples are:

DIADERMINE (Henkel): http://clubdiadermine.socialandloyal.com
TRAVEL REPUBLIC: https://clubtravelrepublic.socialandloyal.com/pointgets
OFERTIX: https://ofertixfanzone.socialandloyal.com
EUCERIN (Beiersdorf ): https://clubeucerin.socialandloyal.com
LAN AIRWAYS: https://latamnextstopsouthamerica.socialandloyal.com
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November 242014
Famosa Town is a multi brand advergaming project developed by Spherical Pixel for Famosa, an important spanish toys & dolls manufacturer. The game includes for the very first time their most emblematic and historical characters (Nancy, Pinypon, Nenuco & Barriguitas) in the same mobile/web app.

It is a life-simulation video game oriented to branding and cross-selling. The user can create his avatar to evolve, gain experience and gather coins through different missions, interacting with every single non-player character, taking care of his virtual pet and exploring every corner of the town.

Famosa Town runs on mobile devices (iOS & Android) as well as in web browser but the login is shared cross-platform, thus letting users to resume game anywhere, anytime.

Some features of the game work on real time as a motivation for the user to play everyday in order to turn Famosa into a 'love brand'.


On September 16th Famosa Town has been played more than 220.000 times for 14 minutes each time (and counting: 500-600 sessions for day) and it has been featured in most of the main national press (check press clipping in 'project images' below).


Download Famosa Town for iOS: https://itunes.apple.com/es/app/famosa-town/id933130974?mt=8
Download Famosa Town for Android: https://play.google.com/store/apps/details?id=air.es.famosa.famosatown&hl=es
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September 72015
Supported by the program 'Equilibristas Nutricionales' ('Nutritional Acrobats' in english) of the spanish company Delikia Fresh and developed by Spherical Pixel, Nutricesto (kind of Nutribasket in english) is a serious game for iOS and Android devices.

This mobile game is intended to teach children and teenagers about healthy eating while they have fun. For this purpose they need to play basket with different kind of meals and dunking skills won't be enough since each meal to dunk has to be chosen in the right moment and proportion.

If the user does it wrong, his avatar may become too fat or too thin and he will need to play better to recover its ideal weight.

For the sake of engagement, Nutricesto features leaderboards, achievements and an online multi-player mode and, of course, your avatar will be shown to the community in its actual state.


Download Nutricesto for iOS: https://itunes.apple.com/us/app/nutricesto/id997256547?l=es&ls=1&mt=8
Download Nutricesto for Android: https://play.google.com/store/apps/details?id=air.com.delikia.nutricesto
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November 112015
We are developing a smart hardware device that transforms conventional, manual toothbrushes into gaming controllers - so kids and young-at-hearts can play fun & instructional mobile games while brushing their teeth.

Playbrush was developed to help children with their daily oral hygiene. Brushing teeth is still an enormous problem among kids, even in the Western World. In the UK tooth decay is the single-most reason why children between 5 and 9 are admitted to hospital. While 44% of dental expenditure is paid-out-of pocket, it is still the fourth most expensive cornerstone of the European public health system.

While working with over 50 dentists and testing with over 300 kids we learned that brushing motivation is the major problem - and consequently children brush irregularly, inaccurately and not long enough, which leads to annoying discussions with their parents, frightening and painful dentist appointments and increased treatment costs.

In our tests we experienced so much joy and motivation among the children while brushing, and could even convert most of our testers in Kickstarter backers, where we raised GBP 40k without any marketing budget. We have now raised Seed capital to solve the toothbrushing in the UK and Austria, and will later on expand to all Europe and the US.

Being bad brushers ourselves, our main goal is to make brushing teeth finally fun and change the future of oral health - so all kids world wide enjoy brushing.
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January 122014
Skinstamatic provides the lay user a simple and free way to get information about the skin. Users who upload a photobook will get the top two names of what the majority of the Professional Board of Advisors believes best identifies that skin photo. Skinstamatic leverages our Gamified Collective Intelligence Engine (GCIE) to identify skin photos and can assist in contacting dermatologists for appointments with local doctors.
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CREDILIKEME - GAMIFIED PERSONAL LOAN EXPERIENCE

Goals:
- Empower people to become better credit users.
- Impact in the payment behaviour of loan users, therefore lowering delinquency rates.
- Increase the retention rate (revolving credit users).
- Marketing efforts of Credilikeme.

Why gamification was needed?

Over ten years of experience lending and collecting, we have learned that the best way to guarantee the payback of the loans is to keep and active and trust based relationship with the customers.
Banks and Financial institutions usually focus their relationship building efforts when they are acquiring new customers and when the credit users isn't paying back and have to collect. So the customers aren't being properly served during the life of the loan.
Furthermore there is a clear shift in consumer behaviour on newer generations like the millennials. We realised there was an opportunity to engage better with existing customer of financial services and new comers. As we - the founders of Credilikeme - grew up playing video games we knew that engagement via games is a must for newer generations and could work great in a financial context.
We believed we could motivate credit users to payback on time and increase their creditworthiness if we could relate the credit experience to a video game like experience they could easily understand. So we decided to gamified the personal loan experience.

We had no previous experience implementing gamification so we took Kevin Werbach class from Coursera gamification, and applied the principles throughout the loan process. For the last two years we have been perfecting our game building techniques, mostly by trying things out.

Credilikeme is a 100% online lender based in Mexico that lends from 150 usd up to 1,000 usd with up to six months to payback. Target market are young (22-35 years old) Mexicans who rely on credit to improve their living standards.
We currently have given more than 6,000 + Loans in the 32 states of the Mexican Republic.

Questions that helped us build the personal gamified loan experience:

What are the intrinsic motivators that make people payback a loan?
What are the extrinsic motivators that make people payback a loan?
When is that credit users feel most emotions?
What happens to the ones who actually payback on time?
How are we rewarding them to continue to pay back on time?
How can we give access to better loan conditions? how can we lower rates?
What is the emotion we want the Player (customer) to feel?


How we implemented?


We decided not to call our clients customers or clients, we called them PLAYERS. This became a huge cultural thing inside our company. Its now a tradition to say players instead of clients.
We hired a game developer company to do a FINANCIAL APP. They were stocked at first but then realised they knew how to create emotions in moments of truth. And we worked together to do an app had was fun and at the same time serious enough to be a credit company.
Built a web app and an Android App. (currently working on iOS)
Changed our pricing strategy so we could gamified rates, loan disbursement process, maturity of loans, and add on features. Example: Level one players pay a monthly rate of 15%, whereas level six players pay 5% monthly rate.
Creation of levels of trust. Credit users have six different levels of trust, each level has its own set of benefits.
We gave each player a profile where they could showcase their badges, trophies, and level of trust achieved. Made the profiles accesible to their friends and family.

Creation of features:

The Trust ladder: this feature became the backbone of our gamification strategy. A new player will be located in level one, and as they payback on time they will level up. As they level up they get access to better loan conditions such as: lower rates, increase in line of credit, increase in payback time, and access to raffles and other benefits. If the player fails to payback on time they don't level up, and if they behaviour is not correct they lower their score.

- The Pause: every good video game needs its pause, or time out, so that the player can fix something or position himself better. We believed that if our loan was really to be a game it should be more controllable from the players perspective. So we created the "Pausa" which allows players to pause their loan and as a result we stop the collection, interests freeze, and the player has an extra month to payback without affecting his credit score.

Lives: Credit users will eventually be late for a payment. We wanted to let them know that this was "ok" and that it happened to everyone. But at the same time we wanted them to feel that being late is a behaviour that is bad for them and that the financial institution wouldn't allow it to continue to happen. So we created lives. Each player has two lives for every loan, if they run out of lives they are penalised.

Badges and trophies: Players get a badge for everytime they payback. Each badge has a different meaning. Special badges were created for special situations. For example, “Delorean badge” is awarded to those players who were non-performing (delinquency) and came back and pay their loan to get back on track.


What gamification has achieved for this project?

Our company has benefited from gamification in many ways:

Financially:

- Automatic collection % of successful Hit: from 36% to 56% in 18 months.
Retention, player ask for a new loan as soon as they finished their last one: from 70% to 92% in 18 months.
Delinquency index: From 45% late payers (more than 30 days delinquency) to 12% in 18 months.

Market recognition:

Players feel akin to the brand and our efforts because they feel we understand them. 90% of our users have recommended us.
1st place Village Capital Business accelerator hosted by MasterCard and Accion. May 2015.
2nd place MoneyConf pitch competition in Belfast, Ireland 2015.

Business Model:

Using the levels of trust. We were able to understand our credit portfolio in a different way. We now can do strategies per level of trust, to manage our risk.
Risk management model based on players level of trust.
When raising money to fund our portfolio, is very easy to explain banks how we manage risks and what type of users we have.

Overall, gamification for us wasn't just a novelty thing to try out. It became our way of doing business. If it isn't fun, engaging or helpful, we don't build it. If the player wont feel control, and cant along his/hers most important values to our product then we should build it. In a way Gamification became a compass for decision making all around the company.

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September 182014
GOAL FOR THIS PROJECT
Island Health, with the generous support of Coast Capital Savings, developed the BoosterBuddy mobile app to help young people better manage their mental health.

BoosterBuddy is the first publically available gamified mobile app for mental health in Canada.

NEED FOR THE PROJECT
Every year in Canada, one in five people experience a mental health problem. Most young adults experiencing mental health challenges, report that the symptoms started in childhood. These problems often persist with devastating effects on health and productivity.

The cost of mental health problems on the Canadian economy is estimated to be well in excess of $50 billion. Even more alarming, is the loss of life. Four thousand Canadians die every year from suicide, while people with severe mental illnesses die up to 25 years earlier than the general population.

For these reasons, youth have been identified as a priority by the British Columbia provincial ten year mental health plan.

WHY GAMIFICATION?
Ninety percent of youth looking for mental health information look for it online with mobile devices. Furthermore, preliminary evidence suggests that adolescents with depression and anxiety as well as people experiencing psychosis find online or computer-based interventions acceptable and effective. However, accessing information online is not enough.

Improving mental wellbeing includes self-management: maintaining healthy habits, using coping skills and adhering to treatment. It requires engagement in real-life activity.

Doing the everyday tasks we need to do to maintain our health can be hard for everyone. It is even harder for those who struggle with mental health problems. Low mood, low motivation, lack of enjoyment or difficulty with planning and organizing make it difficult to engage in the very activities needed to improve these problems.

Gamification can overcome these barriers.

Gamification can jumpstart real-life behaviours, foster positive emotions, establish and organize habits, increase perceived ability and magnify intrinsic motivation.

GAMIFICATION IN THIS PROJECT
The BoosterBuddy app uses a broad range of gamification design elements.

NARRATIVE
– fosters empowerment, companionship, and hope. Users help themselves by helping their buddy. Users choose one of three companion characters and must wake the buddy up by engaging in real-life wellness behaviors. The buddy, in turn, provides users with positive feedback and encouragement.

AVATARS
– allow for the embodiment of helpful characteristics. The look and feel of the characters were developed by a team of youth with mental health concerns who placed a strong emphasis on comfort and familiarity in the avatars whom they would want to interact with when experiencing disturbing thoughts and emotions.

QUESTS
– are graded to match the user’s needs and abilities on that day, guiding them toward crisis response, symptom management, self-care and community engagement as appropriate. Graded quests jumpstart healthy behaviours, build competency with coping skills and increase self-efficacy.

ACHIEVEMENTS
– Users can set reminders and track their progress on the calendar by noting patterns of achievement completion. Achievements are acts of real-life self-management including mood tracking, medication adherence, appointment adherence and goal completion. Achievements provide valuable markers of progress and momentum in the midst of an experience that is often chronic and fluctuating.

REWARDS
– including fanfare, virtual coins, virtual goods, achievements, levels and verbal encouragement provoke positive emotions and act as markers of progress.

CONTENT LOCKING
– New virtual goods unlock as users progress through levels, prolonging engagement.

These gamification design components help users who lack interest or enjoyment. They can amplify motivation, increase positive emotions, and improve self-efficacy. Gamification can also be useful for clients with initiation and organization difficulties. This approach can provide signals to prompt behavior and develop habits and routines. Finally, gamification can enable the development of personal meaning and hope through the power of a transformative personal narrative or journey.

REFERENCES
Government of Canada. (2006) The human face of mental health and mental illness in Canada.
Retrieved from:
http://www.phac-aspc.gc.ca/publicat/human-humain06/pdf/human_face_e.pdf

Ministry of Health Services, Ministry of Children and Family Development (2010) Healthy Minds, Healthy People: A Ten-Year Plan to Address Mental Health and Substance Use in British Columbia. Retrieved from: http://www.health.gov.bc.ca/library/publications/year/2010/healthy_minds_healthy_people.pdf

Pew Research Centre (2015) Teens, Social Media & Technology Overview 2015.
Retrieved from: http://www.pewinternet.org/files/2015/04/PI_TeensandTech_Update2015_0409151.pdf

Mental Health Commission of Canada (2014) A Foundation for Online Knowledge Mobilization in Child and Youth Mental Health.
Retrieved from: http://www.mentalhealthcommission.ca/English/system/files/private/document/cy_online_knowledge_mobilization_final_report_eng.pdf

Richardson, T., Stallard, P., Velleman, S. (2010) Computerised Cognitive Behavioural Therapy for the Prevention and Treatment of Depression and Anxiety in Children and Adolescents: A Systematic Review. Clinical Child and Family Psychology Review, 13(3), 275-290.

Lex Wunderink, L., Emerencia, A., de Jonge, P., Sytema, S. van der Krieke, L., (2014) E–Mental Health Self-Management for Psychotic Disorders: State of the Art and Future Perspectives. Psychiatric Services, 65(1).
http://dx.doi.org/10.1176/appi.ps.201300050

Juho Hamari, J., Koivisto, J., Sarsa, H. (2014) Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA,
http://doi.ieeecomputersociety.org/10.1109/HICSS.2014.377


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We believe that the future of government lies in personalization. What if, instead of forcing citizens to search for what they need, we only show them what is directly relevant to them? Enter my.hawaii.gov, a one-stop shop allowing Hawai’i residents to completely customize how they interact online with the state, based on the services they need, on any device, anywhere, anytime – securely and reliably.

Within my.hawaii.gov, citizens can access their transaction history with most state and county agencies. With one place for everything, my.hawaii.gov gives real-time information on Business Filings, Camping Reservations, Licenses held and even procurement announcements. Need to get a reminder when your teaching license is due? No problem, my.hawaii.gov will handle that for you! Utilizing single-sign on technology, we are able to directly integrate with 60 of the 110 online services offered in Hawaii.

mySavings, a service within my.hawaii.gov, aims to show citizens exactly how much they are saving by conducting their business with the government online by creating awareness around the amount of paper, miles and time saved. A first of its kind gamification of government, it even gives helpful, Hawaii-centric tips for what users can do with their new found time!

Hawaii.gov also implements a centralized notification service that allows all users to receive notification alerts via email and/or text message. The messages are also archived so the user can review them if they message was lost in transit (a.k.a. "My phone fell into the toilet")

Hawaii.gov continues to use its revolutionary responsive, touch-first interface. Search was enhanced to get information faster by using filters for news, videos, and images, as well as suggesting related searches. Known for our diverse culture, translation exists to make it easier for visitors and locals alike to understand everything the website has to offer. Our Near Me service uses geolocation to display what is close by you, allowing visitors to find government offices, EV Stations, Farmers Markets, and more.

Leveraging Open Data, not only have we continued to publish more datasets on data.hawaii.gov, but we have departments creating data, publishing it for the public, then reconsuming that data as applications/visualizations on their sites. An example includes the Electronic Vehicle Charger Database (energy.ehawaii.gov/ev).

To help citizens stay connected to their government, we offer 277 social media pages, 1,450+ twitter followers, a flickr photo pool, and 31 Youtube videos! The online services area now includes how-to videos and detailed information pages for each service. Navigation between the 60 mobile apps, 110 online services, and trending data is easier than ever.

For fun, we've also created the error page of Armageddon - portal.ehawaii.gov/404, a secret konami code, and a changing design based on time of day.

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For the past 3 months I have been designing and planning a total, year long Gamification of my grade 8 science program! Why would I do this? In 2013 I won the Alberta Excellence in Teaching Award after having taught for 3 years. This is awarded to the top 20 Teachers in my province annually. Since then, I have been motivated to continue to grow and develop my classroom.

About 2 years ago I learned about the concept of Gamification from a colleague. I began to roughly plan out what I would do when an unexpected family event put those plans on hold. Now that things have settled down I have unleashed my full Gamification on my students.

This gamification contains a narrative to tie together the units complete with a movie trailer to set the tone. From there, players select avatars and character classes which they assume for the duration of the game. They are then randomly selected and placed into guilds for the year. Each player, class and guild are tracked using a digital leader board! This also meshes up with their virtual currency and combined, these two bits of information provide their overall level in the game.

My game contains the elements of items (of 5 different classes) plus items for forging and crafting. All work is completed through quests which are all triggered via Augmented Reality. All quests are submitted at the Battlegrounds and a real battle occurs where they defeat enemies based on work quality and success rate. After battles, players have the opportunity to search the area for dropped loot. All tests and assessments are labelled Boss Battles. There are also Guild Battle Mini Games and 1 Time Saviour Missions that challenge students on work with deeper concepts.

Throughout the game players can earn secret achievements, which they must uncover on their own, to ensure that their discoveries, and related outcomes, are truly authentic. Players can sell, buy and trade items with other players in the game as well.

The overall goal of this project is to increase student engagement. I want to ignite a deep passion for the sciences among my students and help them grow in their appreciation for what school truly can be - a fun, creative and fascinating place!

More information can be found on my website at www.mrhebert.org
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April 232015
Social game linked to facebook and based on the premise of a virtual world where the players create an important project of their choice for European cities where they can train and build their career, while understanding more about the various possibilities offered by EU programmes.

The main page of the game is a map of Europe . The players chose a city of origin and some basic skills and characteristics. From here, they can go and visit any city of the map, choosing where they would like to study, work, take part in European Voluntary Centre, study languages, set up an enterprise etc.

In each city one is able to find a home, a university, sources of EU information… as well as some leisure areas such as a disco or a Football pitch where players are be able to interact ones with the others.

During the game every player has to achieve a right balance of time spent in studying, getting fun, working and doing voluntary tasks. One will have to travel around Europe to find a university offering an appropriate level of the chosen studies. The more the player studies, the better will be the job offered to him. One can also become an entrepreneur or take part in other players' projects.

One of the objectives of the game is to promote work mobility, innovative entrepreneur initiatives or some of other possible options available after studying, such as research. Working provides the player with money, contacts and experience.

The game would have a competitive component represented by rankings that are created by the adding up the different scores that each player has. These scores would be: education, experience, money, happiness, and a general score where all the other characteristics would go.

This game has incentives that make the players want their friends on Facebook to join the game in order for them to help them out and collaborate in building a business, etc. As a result, this has the potential to become a viral game by multiplying the players. It can also become a tool with which to make new friends such as players which one has met in the different places the player has studied in or collaborated.
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June 52015
Nowadays, there are a lot of language learning applications. Playlingua tries to introduce a new concept: to improve the current knowledge of a language. By simple but advanced exercises, you can practice a language you're already familiar with, even if it's your mother tongue. This BETA version is currently being tested, and we're building a huge database with texts parsed by Natural Language Processing tools. Although it's only available in Spanish, we've already started to develop an English version that hopefully will be available soon.

Feedback is always welcome!
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Use of classroom techniques to gamify learning. The CIS150 mobile app track experience points in class and provides a platform for game activities. Peer instruction is facilitated in the app during lectures.
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April 12015
This multidisciplinar project is based on the integration of four different subjects: Natural Science, Social Science, Visual Arts and Technology taught by three different teachers with a clear purpose: Make learning as a whole, not divided in parts, integrating the different abilities that are essential for our students in their daily basis like cooperation, resilence, effort and discipline.

Gamification was the foundation for our goals, it gave us the opportunity to change our students´ point of view of education. In addition, components, dynamics and mechanics helped us in engagement, motivation and in creating an unforgettable experience for our students and for us.

Using the aesthetics of clash of clans, the students became paleolithic hunters who live in clans. They have to overcome the different events and evolve as a society throught the different ages and become emperor. They have to collaborate, cooperate and use their creative thinking to solve the different problems they will face. They will evolve with gems that they will win individually with their daily performance or collaboratively in their clans.
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A case study of MySkiStar – a gamified social network for skiers in Sweden and Norway with almost 340 000 members. MySkiStar is a digital solution for SkiStar, who own and run the five biggest ski destinations in Scandinavia, with 8.5 million visits per year. Among their destinations is Åre, which hosted the FIS Alpine World Ski Championships 2007 and is also hosting the 2019 championships.

MySkiStar collects data from skiers’ skipasses as they swipe them to get on a lift. The data is then processed to show the users the amount of vertical meters they’ve skied and the calories they’ve burned. You can also collect pins, earn deals, compete and connect with friends within MySkiStar and share your progress on social networks. MySkiStar is available as a responsive website.

The presentation centers on the challenges of the project – everything from strategy to design and even just naming the solution. It also covers how to handle a solution capable of processing 100 000 skipass readings per hour, which generate 8 million transactions in the system.

Several humorous examples are included and the presentation will change the audience’s view on what type of person is most eager to play. You will also hear about how the speakers wife made Bartle's four player types into five.

MySkiStar is going on its fourth season now. It is a key tool for SkiStar in attracting ski tourists and competing with other European ski resorts – because it makes your skiing experience more fun.

You can see an early demo at: https://www.youtube.com/watch?v=eCF_vCekP84
Visit MySkistar at: https://www.skistar.com/en/MySkistar/
More about Skistar: https://www.skistar.com/en/
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Moldovan Environmental Governance Academy (MEGA; www.megageneration.com) represents an innovative solution to the world’s most pressing social and environmental issues, such as inefficient natural resource management, pollution, loss of biodiversity, climate change, etc.
Our vision is a sustainable world, where every person lives an eco-friendly life, has open access to practical learning opportunities, constructs own open-source eco-innovations, and thus contributes to sustainable development and creation of positive social and environmental impact in a collaborative, enjoyable, and fun way anywhere in the world.
In order to accomplish our mission and achieve our mission we are developing and implementing our core innovation called MEGA Game: The Game with Impact.
MEGA Game is the education-and-collaboration system for community-based environmental and social education and eco-innovation development that improve resilient social well-being of communities worldwide and health of natural environment they live in. It uses such concepts as open-source ecology, the Maker Movement (also termed the Third Industrial Revolution), and citizen science to educate and empower people worldwide to create a sustainable world with their own minds and hands. It also allows them to change behavior towards more eco-friendly one through gamification mechanics and tools incorporated in MEGA Game.
MEGA Game is delivered to beneficiaries (community members, individual environmentalists, civil society initiative groups, environmental non-governmental organizations (NGOs), and CSR-oriented companies) in the form of a map-based gamified web platform and smartphone app that offer them to engage in collaborative e-learning and real-world eco-innovation development and environmental action through on-line trainings, missions, quests, and challenges shared within the platform & app.
Video about the MEGA Game can be viewed here: https://youtu.be/7QxSRuhEp08.
The Beta version of the MEGA Game can already be tested and played in at www.megageneration.com.
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February 92015
The A.I.E. board choose gamification as innovative approach at the decreasing number of readers in Italy (less than 50% in the 2014). The web platform ioleggoperché.it creates a partecipatory, social, challenging and rewarding experience where loyal readers and "not readers" met each other, a community based on the book and reading love. Through the gamification design, the users with a certain number of unlocked badges can redeeem a total of 250.000 limited edition books from the best world authors.

In the first 30 days:
+ 25.000 book messangers registered (the goal was 10.000)
+ 100.000 badges unlocked
+ 1.000.000 points assigned
+ 500.000 UGC created
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March 312015
YounGOffice 2015 -SSC competition

With real professional experience, competitive spirit and not finally you enrich many awards.
YounGOffice SSC is a competition at 3 multinational companies (TATA Consultancy Services, DIAGEO, BP), where you can test yourself, with playful tasks, as a virtual colleague!

Your challenge is to explore the world of the shared service centres in the virtual offices of the game and to solve situational and lingual exercises. We expect students with economic, philosopher and language on academic specialisations and graduated youngsters as well. The competition has three rounds: the online qualification rounds are followed by the semi-final, from where the best one 10 teams get into the live final.
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Background:
British Columbia, Canada has over 4.4 million residents who access 60 emergency departments (ED’s) distributed across a wide geographic area.

In 2012, the BC Patient Safety & Quality Council (BCPSQC) established the BC Sepsis Network; a distributed leadership model of interdisciplinary ED clinicians. Evidence-informed BC Sepsis Guidelines were adopted by the Network, and BCPSQC was tasked with supporting implementation.

Sepsis has one of the highest in-hospital mortality rates in Canada (1). We know that protocolized sepsis care is an effective way to reduce mortality and morbidity (2). Despite widespread distribution of the BC Sepsis Guidelines across BC in 2012, provincial mortality rates for severe sepsis averaged 20% and patients were receiving appropriate therapy less than 30% of the time. This is in keeping with literature showing that sepsis protocols are underused (3).

When ED’s follow severe sepsis protocols, one life can be saved for every five patients treated (2), based on the ‘Number Needed to Treat’ (an epidemiological measure used to assess effectiveness of health interventions). Therefore, if 750 protocols were used, we could save 150 ‘Lives’.

Methods:

We launched a voluntary, clinician-led, action-focused campaign, using elements of games in a non-gaming context (gamification) to provide meaningful motivation for clinicians to use the protocols and accept a provincial challenge of saving ‘150 Lives in 150 Days’.

We embedded gamification strategies into the campaign to increase engagement and motivate ‘players’. The ‘game’ was wrapped in a meaningful story – saving lives – in keeping with the shared vision of the BC Sepsis Network. Game elements included: interactive challenges, clear goals, fresh and lively feedback, points, leaderboards, countdown, and rewards.

Teams from ED’s around the province were invited to participate in the campaign, which ran for 150 Days between October 2013 and March 2014. We created an interactive mobile app for them to track their sepsis protocols. A ‘Box Full of Lives’ was set up at each site to collect patient labels and each Team Lead checked online entries against the labels to ensure no duplication, creating a sense of fairness in the game.

Additional resources for players included a sepsis education video featuring BC Sepsis Network members, and a free sepsis e-learning module. We partnered with QxMD to embed key sepsis peer-reviewed journal articles within their knowledge translation app.

Results:

We achieved some incredible results:

• 32 teams from the 68 ED’s in our province voluntarily joined the campaign, and stayed engaged throughout the 150 Days.
• Over 1000 patients were screened for sepsis and over 750 protocols used to treat severe sepsis and septic shock. 151 lives were saved.
• In one region, compliance with lactate testing increased and severe sepsis mortality rate decreased during the campaign to some of their best results ever recorded.
• 1416 clinicians enrolled in the sepsis e-learning module. 68% completed it.
• We tracked a 52% growth in the BC Sepsis Network (to 204 participants) and a 44% average open-rate in our electronic newsletters (industry average 14%).
• The sepsis videos together generated 2262 YouTube hits (the most popular video on our YouTube channel).
• We recorded over 9269 BCSepsis.ca web page views during the campaign, compared to 4562 the 150 days preceding the campaign announcement.
• 22,290 clinicians viewed the promoted sepsis literature within the QxMD knowledge translation app.

Discussion:

The 150 Lives in 150 Days campaign led to increased uptake of protocolized care for severe sepsis and septic shock, provided education, and raised awareness about the importance of screening and timely therapies for sepsis patients.
Our greatest success came from offering voluntary participation. The campaign strengthened ties within the Network and gave members experience in taking collective action for change, which can be leveraged for future initiatives.
Voluntary campaigns that incorporate meaningful gamification are an effective and compelling way to engage clinicians to adopt best practices and build momentum for change.

References:

1. Canadian Institute for Health Information. In focus: A national look at sepsis. Ottawa 2009
2. Rivers, EP. Point: Adherence to early goal-directed therapy: Does it really matter? Yes. After a decade, the scientific proof speaks for itself. Chest. 2010; 138:476-480.
3. Mikkelsen ME, Gaieski DF, Goyal M, et al. Factors associated with nonadherence with early goal-directed therapy in the ED. Chest. 2010; 138(3): 551-558.


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3DWire is an annual international event created and organized by Paramotion Films, a production company. The event is held in Segovia (Spain) and is geared towards animation and digital audiovisual production (New Media, ICT and Videogames), bringing together lots of professionals, both national and international.

Paramotion Films requested GECON.ES the creation of the first Gamified experience for 3DWire, defining two main objectives:

To attract attendees to less frequented areas of the event.
To promote networking between attendees.
On the other hand GECON.ES defined other research objectives related to the Gamification of social places like congresses:

To study the fun factor as a dynamization element and as a facilitator of goal attainment in this area of application.
To study the segmentation and habits of event attendees.
The methodology used in-house tools and knowledge as well as other frameworks, highlighting the Gamification Model Canvas (in its GameOn! Toolkit format) by Sergio Jiménez Arenas.

If you want more information about the event, please visit http://www.mercado3dwire.es.
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January 82015
Gamification applied to formal education in technology class for 1st grade of secondary.
Goals: increase motivation and engagement with the subject.
Gamification was needed to make learning an incredible experience.
Students increased their motivation, engagement and discipline with the subject.
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September 12014
Classcraft is a free online, educational role-playing game that teachers and students play together in the classroom. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year.
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Proyecto Educativo Zombiologia
September 12013
Zombiología is how we call teaching and learning Biology & Geology in a zombie-apocalypse narrative. The main goal of the project is to improve 14-15 year-old student´s engagement and scientific thinking in class, as well as making them self responsible of their learning outcomes. Gamification has helped students understand the role they are proposed to play in a learning process based on the Problem-Based Learning methodology.
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EngageIT was asked to design a player journey for the contact center agents of Knab. By implementing their gamification platform, Pony, the aim of the project was not only to increase the efficiency but also to strengthen the knowledge of the contact center agents. In addition, this project gives the agents an insight in their career. The project is comprehensive and includes training programs, an innovative knowledge base, increase of performance and salary increases. Raising a salary is no longer determined by the number of working years, but is linked to the gamification performance of the agent.
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On June 24, 2012, BBVA launched BBVA game. Initially the game consists of several gamified tasks that BBVA customers complete to win badges and points redeemable for a range of prizes.
The tasks are organized around finacial education, use of bbva.es -bank transactional web, contact information, product and services purchases, new game users and surpsuprise challenges.

Vídeo: BBVA Game http://youtu.be/OsaJoNYmoeM

The most important achievement of this project has been the level of engagement of digital users, overall satisfaction and the consumption of tutorial information on how to use bank´s digital channels.

Two and a half years later, the concept of gamification applied to enhance engagement among online banking customers has evolved to a new approach. BBVA game was renamed to “Liga BBVA game” and the bank is using the original gamified-task approach to enrol football fans into the bank.

Video: Liga BBVA Game http://youtu.be/p8XM-SYuLm4
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At this stage of diagnosis, the general problem which I face is the falling price of our product in origin, due to monopoly purchase of large distributors that supply markets, capturing the largest margin and depressing the final quality of the to the consumer, and thus further increasing their profits if possible, while farmers we lost every year. This suffocation moved to our environment socially losing the traditionally productive and sustainable fabric. Along with the emergence of new emerging farms in third countries, cheaper for distributors, leads us to seek a commitment to quality and direct approach to a target audience to make real the utopia of greening our olive grove. hence

 
In this particular phase, the problem is learning to value a natural, live from the countryside to your home.

The idea is gamificar this experience with the user

Because the activity you propose to be virtual farmer, arouses interest in a certain type of consumer who later development. For generates feedback to understand that the result of their efforts, never better, get your own noncommercial extra virgin. This commitment to care for your olive tree, the "day", learning their needs and, of course, also adversity motivates you to not give up on the scheduled time.
While short term, we encourage not only the importance of a Mediterranean diet, but also the value of conserving nature. Also, enjoy healthy eating is contextualized in their environment, fostering motivation of belonging to this social project, identification and differentiation in social media, as pro-consumer.

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November 122012
Sjekkdeg.no is a gamified web application for sexual health promotion. This application is focused to North-Norwegian youngsters.

There is a problem in North-Norway with Sexual Transmitted Diseases. Sjekkdeg.no aims to promote healthcare among the young people in Norway, using gamification elements, such as avatars, to increase the users motivation in order to get them involved with their own healthcare.

The application includes different education components, lessons, quizzes, videos, and even a virtual clinic. The interaction with all these elements is done using an avatar. And this is a very important point in Sjekkdeg.no, users are able to create and customize their own avatar. There are many different components, such as gender, hair, complements, to get a fully customization. But that is not all; the user can unblock new customization options by completing different tasks in the application. This means that to the initial customization options new ones can be added completing different tasks that encourage the user to visit all the contents, make the quizzes, etc.

Sjekkdeg.no is completely anonymous and it is designed to be accessible not just using personal computers but also tablet and smartphones.
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The grand Master Challenge
I am Professor Hans von Puppet, archaeologist. I have spent my life without any sensational discoveries and I was thinking to retire.
But suddenly, a clue from the Hidden Book of Knights in Rhodes, lost for 500 years, changed my life. And this clue will change your life too.
Play the game in the CITY OF THE KNIGHTS in Rhodes and I will share with you the Secret of the Knights Hospitallers.
I will reveal the Game rules. The invisible hand will help you. You will win the Game and become the next Grand Master of Rhodes.
And remember: “the Mediterranean is the key to three Continents”.
See game description
http://www.pinterest.com/pin/326088829241845997/
See avatar created for the game
https://vimeo.com/97449675
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February 202014
LittleHero is a learning platform of positive habits for families with children between 4 and 12 years old.

Through Little Hero, and proposed "missions", the parents agreed between the missions and their rewards.

Children, through the app on your smartphone or tablet, validate missions and gain experience points. these points and progress from level access different possibilities within the heroes in Little Hero.

The goal of Little Hero is the generation of healthy habits, learning time management and value creation through missions. All this with a coating gamified to do fun missions.
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April 12014
Agreeing with the Horizon Report 2014, gameplay has long since moved on from solely being recreational and has found considerable traction in education as a useful training and motivation tool. There has also been increased attention surrounding gamification, defined as the integration of motivational components based on game elements and mechanics into non-game situations and scenarios. The gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners. Our proposal tries to measure the impact of a gamified methodology in the self-regulation processes of the students and also their motivation towards their own performance and competences in relation to the tasks requirements. For this we make use of the MSLQ (Motivated Strategies for Learning Questionnaire) from Pintrich, Smith, García and McKeachie (1991).
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April 292014
EvolutionUI is an open source research project from Sony, which is an experimental gamified UI for the smartphone, where the UI gets more advanced as players learn how to use it.
With EvolutionUI, the user starts with a very simple setup on the phone:

>There is only one desktop panel.
>There is only a clock widget on the desktop.
>There are only 4 application shortcuts on the desktop, the really core applications: dialer, messages, browser and camera.
>The desktop layout is locked, so the user won’t remove items by mistake.

As the player gets familiar with the basic functionality and learns how to use it, more features are unlocked and the phone gets more and more advanced. When the user performs certain actions, for example when he or she has started five applications after having started the phone, the player will get an achievement.

As a result, a new Feature will be enabled. This new feature could be to allow editing of the application shortcuts on the desktop. This achievement system has two main advantages:
>The achievement itself will give a positive feedback to the user.
>The features of the phone are unlocked step by step, in the same pace as the player learns how to use the phone. This makes the learning of the phone easier.
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November 12012
The campaign is aimed at the "Eurostar generation"; the people who "live between each destination," and its business and leisure traveller audience.

He said: "Paris and London are two of the most loved cities in the world and through this campaign we want to remind people about the amazing experiences people can have when they travel to these vibrant cities."

The campaign is supported by major digital work in which consumers are encouraged to upload and share pictures from their own journeys to London and Paris at Eurostar.com, while social media activity encourages people to engage with the campaign by using the hashtag #wheninparis or #wheninlondon.

Interactive online videos will link to the sites and establishments featured in the ads, while media agency Arena has worked with a variety of bloggers to kick start the digital activity of people sharing their own pictures, videos and experiences.

A range of images will be selected from consumers’ own trips to London and Paris and incorporated into a final edit of the campaign, due to air in December.

Want to learn more about our destinations? What makes the locals tick, their unique traditions, the bizarre but delicious foods they eat? Then explore our gallery of photo and video stories from bloggers, locals, and Eurostar travellers. - See more at: http://stories.eurostar.com/gallery/?filter=0#sthash.AoIIqCQA.dpuf
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When it comes to rolling-out a development programme across your organisation, engaging your team in their professional development is often half the battle. Luckily, we think we've found the ideal solution.
We believe that the learn­ing exper­i­ence should interest and engage the stu­dent — not put them to sleep. Is it so much to ask that our learn­ing exper­i­ence should be fun? We have built an Academy Plat­form LMS that draws on one of society’s best engage­ment engines: gam­ing.
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April 252012
Alternativa 13 is an alternate reality game where we proposed to the players some fictional situations to act as if in their daily life. We asked them to take record of what happens facing some challenges. They were gradually revealing a hidden frame that took them to various media, websites and social networks, as a narrative archeology, in a fiction situation collectively created . The agents in 'Alternativa 13' are journalists who investigate, report, take action ...

The fictional situation proposed is as follows: due to a strange and obscure crisis, access to health is getting increasingly complicated.
Alternativa 13 is an experimental social innovation project, collaboratively created in an open process which involved people from across the organization, but also from the outside.

What we want to explore with Alternativa 13 is to find new ways to generate awareness and knowledge about the right to health. In this modest prototype, produced with minimal media and drawing on the expertise of the people in the organization , we want to test some strategies that allow us to generate awareness through a medium full of materials and documents, but in an interesting way , attractive and exciting.
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July 142014
Grandpic is the first social sharing photo game app. You can accomplish daily missions, earn points, badges, power-ups, level up and show your skills as a photographer.
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Logo COINC
October 162012
COINC www.coinc.es is a social savings web portal launched in Spain one year ago.
In this portal clients can save for specific goals, like make a trip, buy a car, and so. Clients can save money from other banks. Can submit a photo of their avatar, and also a photo about their goal.

They can share this goals on the Internet thru their favorite social networks. Also can receive donations thru these channels from ther friends&family.

People also can define collective goals, in where two o more people can save together for a common goal.

It is very funny to save with Coinc. And it is also very popular in Spain. It has adquired in one year more almost 50.000 active customers and more than €600million.
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Nike-plus-gamification
September 72010
From running to everyday activities, Nike+ lets you track multiple activities - and compare your results over time.
Then personally smash them. Nike+ lets you set goals, then helps you push yourself to get better. One day. One run. One workout at a time.
Get coaching tips and tricks from our world-class coaches as you work up to a specific goal - or just want to improve your overall performance.
Save your runs and activity - and see yourself get better. Nike+ also shows you trends, suggests insights and helps you improve.
Nike+ helps you find new places to run, offering games, rewards and other ways to help you test your limits - and have fun doing it.
Show your friends what you're made of – push yourself and challenge your friends for top spot on the leader board.
There's no such thing as a small victory. Nike+ rewards your successes and lets you share them with friends.
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Foursquare
March 112009
Foursquare is a location-based social networking website for mobile devices, such as smartphones. Users "check in" at venues using a mobile website, text messaging or a device-specific application by selecting from a list of venues the application locates nearby.[3] Location is based on GPS hardware in the mobile device or network location provided by the application, and the map is based on data from the OpenStreetMap project. Each check-in awards the user points and sometimes "badges". The user who checks in the most often to a venue becomes the "mayor," and users regularly vie for "mayorships."
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Salesforce-gamification
August 312011
Bunchball Nitro for Salesforce puts the most advanced gamification engine inside your Sales Cloud and Service Cloud and motivates employees to sell more and deliver better service.
With stronger adoption and more high-value usage of Salesforce, you have better quality data to forecast sales and manage service resources. Easy-to-launch campaigns and immediate feedback motivate sales teams and engage service groups, leading to stronger performance, better product knowledge, and lower turnover—keys drivers of growth and profitability.
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March 22012
Duolingo is changing the way people learn other languages.
• It is 100% free. No extra fees, no subscriptions, no commercials. A high quality education at no cost.
• It's fun. Advance by completing units, you lose your lives for wrong answers, earn points and level up like in a game.
• It's getting better. We are always scientifically evaluating the effectiveness of our methods to make your learning experience continually improves.
If you want to learn English, French or Portuguese in a way that is free, fun and fast, there is no better choice than Duolingo.

Learning languages in Duolingo is completely free – now and forever – with no ads or hidden fees. Wondering how that can be? It’s because you create value by translating real-world documents while you’re learning.

Here’s how it works: Somebody who needs a webpage translated uploads it to Duolingo. That document then gets presented to Duolingo students who can translate it in order to practice the language they are learning. When the document is fully translated, Duolingo returns it to the original content owner who, depending on the type of document they uploaded, pays for the translation.
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Mini-game 1:Cheats and Geeks

Goal: Students race to become published authors.
Description: In this board-style game, players race against a virtual opponent to present their research. Players are tempted by the opportunity to advance faster by committing research misconduct including plagiarism (copying the opponent’s place on the board), data falsification (moving forward without a roll of the die), and data fabrication (creating a new path on the board). However, they have to watch out for rising suspicion levels and peer reviews in the form of pop quizzes that test their knowledge of research misconduct. The first player to reach the convention wins, but getting caught violating the ethics code could land them in the Research Ethics Office.

Mini-Game 2: Frenetic Filing

Goal: Identify the various types of plagiarism and correctly organize them into categories.
Description: With plagiarism rampant on campus, graduate students are assigned to assist with cases in the Research Ethics Office. In this fast-paced arcade game players review cases, define the type of plagiarism, and file them according to the type of misconduct. Players begin in Training mode and then advance to Arcade mode. Like “Diner Dash” this game is a race against the clock to get as many cases processed as possible before time runs out. Players earn in-game upgrades, like coffee and sneakers, to improve their speed of reviewing and filing cases.

Mini-Game 3: Murky Misconduct

Goal: Analyze and evaluate complex ethics scenarios and develop a case against potential violators.
Description: In this noir detective game, players begin work as a plagiarism investigator in the Research Ethics Office. They evaluate suspect papers, track down evidence across campus, and compare passages for specific research misconduct violations. Once players identify a violation and have sufficient evidentiary support, they confront the perpetrator.
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April 272011
Today, online videos and video games are a multi-billion industry, but one with an untapped source of revenue. Gamification mechanics used on non-game websites seems to attract and engage more consumers. Our unique authoring software platform puts the three together and enables brands to gamify their videos. Games built around linear videos have the potential to generate millions of hits a day.
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May 12010
Its easy to ignore a homeless person as you walk past them on the street, but after having one on your phone for three days we hope you can see that the issues behind youth homelessness are complex and varied. Young people often become homeless through no fault of their own - often fleeing violence or abuse.

Just giving loose change won't solve the problem. Organisations like Depaul UK work hard to provide the support and structure needed to help young people get their lives back on track.
We hope that the iHobo app made you think about the issues behind youth homelessness. If you would like to continue to support the work of Depaul UK and young homeless people there are lots of things you can do.
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January 192010
Do you feel like you're using Word, Excel, PowerPoint, and OneNote the same way version after version, or have you avoided using one of these apps because you don't know how? And you know there's so much more Office could be doing for you if only you knew how to access it? No more! Straight from the secret lairs of Office Labs we present Ribbon Hero 2: Clippy's Second Chance.

Yes, we turned Office into a game! If you're going to spend time immersed in the inner workings of Office, by golly it should be fun. In Ribbon Hero 2, you’ll hop on board Clippy's stolen time machine and explore different time periods. With each time period, you get to explore a new game board with challenges you must complete to get to the next level. Each challenge takes you into Word, Excel, PowerPoint, or OneNote to complete a task. Discover new Office features by actually using them, with a hint button to fall back on in case you get stuck. Race for a high score with colleagues, classmates and friends, or even put your score on your resume to show off your Office skills!
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April 72014
Street Crosser is a multiplayer game where players need to cross a heavily trafficked street. If players also help other pedestrians cross the road, additional bonus points will be awarded.
As the amount of cars increases, streets get more congested and crossing them sometimes imply very dangerous situations. Even when no streetlights are available nearby for safe crossing, pedestrians risk their lives by walking into the oncoming traffic.

Street Crosser is attempting to raise awareness of the number one cause of death in São Paulo which is traffic accidents involving pedestrians, so we've created a frogger-style game where the aim is to cross the street and help elderly ladies across for bonus points.

Street Crosser was featured on the 22-story-tall FIESP building on Paulista Avenue in the Brazilian capital, an LED media facade of unprecedented scale. The installation was part of the event Mostra Play 2014, organized by Verve Cultural, Fiesp , Galería de Arte Digital Sesi-Sp .
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March 152012
Gamisfaction will help you to add gamification to your twitter account to engage your followers!
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Correos is the Spanish postal service, which used gamification as a way of motivating employees to review the content of its website prior to a redesign.

Correos contacted wonnova, the start-up based in Madrid which came up with the idea of getting Correos’s own employees involved in the process of reviewing the website and flagging up areas for improvement.

They would do this by developing a platform that allowed participants to report all the improvements they found. This platform would use game mechanics to encourage users to perform certain tasks: points would be awarded for each report submitted, regular participation and for consulting the usage guide.

Then the three employees who accumulated the most points would be awarded a high-end tablet, a midrange tablet and an experiences box.

Despite being live for just 13 days, the campaign resulted in over 1,700 employees taking part. Alongside this, over 50,000 proposals for improvements were submitted, and the client made a saving of 70%.
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IT operations management is a challenging, however very repetitive job for IT operators. Administrators on the other hand are faced with a enterprise software product that is very customizable and highly complex in its nature.

With the User Engagement add-on for the IT operations management product HP Operation Manager i by HP we have successfully introduced the first Gamification solution in the IT operations market. IT operators are rewarded for their daily tasks with increased motivation. Administrators are encouraged to explore the features, maintain and improve solution capabilities and increase the ROI.

IT operations is a very sensitive environment with a very conservative environment. With our unique privacy features we were able to convince our customers. Some even started to gamify their whole environment after trying out HP OMi User Engagement.

More information can be found at the following URLs:
http://h30499.www3.hp.com/t5/Business-Service-Management-BAC/Gamification-the-way-forward-to-engage-your-IT-staff/ba-p/6226233#.U2jJuvmSzrd
http://h30499.www3.hp.com/t5/Business-Service-Management-BAC/Do-I-get-points-for-that-Observations-of-an-IT-geek/ba-p/6416568#.U2jJ8_mSzrc
http://h30499.www3.hp.com/t5/Business-Service-Management-BAC/Do-you-know-who-your-top-HP-Omi-experts-are-This-is-your-chance/ba-p/6425056#.U2jJ8fmSzrc
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February 142014
Pharmacists, and other healthcare professionals lack of knowledge in the IT area. They were used to use their smartphones for personal affairs, but the resistance to use the new technologies in their job was high. We discovered that it was mainly due of their lack of knolwedge in both the existing tools and the legislation about them.

Is it OK that a pharmacy has a blog? How should I deal with the personal information of a customer? How can I improve my productivity with on-line co-operative tools? Questions like those were frequently asked.

So, although necessary to be learnt, it wasn't attractive to run a workshop for this. People wouldn't attend, and for those who do it, they may have different learning speeds. So, we decided to develop a quiz-based game that helps them memorize and learn about all this Health 2.0 issues.

TriviFarma is a social mobile app that aims to be a tool that makes healthcare professionals more productive and efficient by helping them get the most of the new technologies applied to the health sector.

We know that they are usually very competitive (player type killer/achiever), therefore we implemented this challenging game in which they can proove how much they know among they colleages. Having both a friend-only and global leaderboard helps to increase the 'showing-off' motivation.



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December 12012
Gamification design for increasing concentration, average problema resolution correctly and attendance to maths sessions through internet portal.
We develop gamification architecture to maximize kids motivation with the technology oriented to solve maths problems and interact with a virtual environment focused in the kids motivations.
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The Hero Plan Book
January 12013
The Hero Plan is a gamified lean journey to design your killer strategy, taking the most of neuromarketing.

The Hero Plan is a gamified tool based on the universal hero & villain classic story in two ways:
+ A powerful metaphor to explain and develop the journey to get your killer proposition (TARGET + PLAN + ACTION)
+ A battle board to design it through iterative fights, using your powers and allies to defeat the villain.

It does not matter if you are willing to be the knight saving the princess, Batman fighting to save Gotham from Joker, or Wonder Woman in a secret mission to save the Earth.

At the end, the hero has to save the innocent in danger.
That is, your company or yourself have to identify, satisfy and engage your clients with a memorable proposition, to become a legend.
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May 312013
Social Raid is a business web app that uses game mechanics to improve the efficiency of your Social Media team and shared content.
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January 72014
Family Team has a specific purpose: make the children learn by playing. This new app launched by Jugo turns all the domestic chores into different missions that will be assigned to each member of the family. Then, everyone has to complete them in order to get points, collect badges and reach their goals. Finally, their effort and persistence will be rewarded with first-class prizes, such as ‘going to the cinema’, ‘playing one hour of video games’, ‘reading a book with mum and dad’ and so on.
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October 12012
The world’s first charging-based, sports app "PLUG-IN Championship"

"PLUG-IN Championship" uses recharging of the smartphone as the main game controller, to bring to life the "Fun to charge" concept of the new hybrid vehicle with rechargeable battery Prius PHV.

“PLUG-IN Championship” takes the plug-in action where smartphone users connects their device to the recharger, and turns it into a sport.
“Players” will compete with each other by accuracy of the timing of the “plug-in” action and win scores for each play.
When a smartphone is “plugged in”, the app reacts with playing an exhilarating video to add more sparks to the game.
“PLUG-IN Championship” will transform the recharging action into something more proactive and fun!

Features of “PLUG-IN Championship”
・The world's first iPhone & Android app which uses the "plug-in" action as part of the game play
・When smartphone is plugged in with a charger while app is activated, users will be rewarded with a refreshing movie clip to boost up the experience.
・Movie clips will vary based on the score won, time, and location of the plug-in.
・Accuracy of the timing of the plug-in is converted to a score and players will compete in the world championship.
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April 162012
Trust is a social game that lets you explore Danone’s culture and specific way of doing business. Will you decide to invest in promotional campaigns in the United States? Or to recruit and train your production teams in Mexico? Or to start up a “Waters” business in Russia? In Trust, you will face decisions at every stage of the game. There are over 130 missions in total, all reflecting daily challenges and local issues. Pay careful attention to your overall performance - economic, social and environmental – as your progression through the game depends upon it.

Explore new territories
With Trust, you can develop your activity in the region of your choosing. As you progress in the game, you will be able to expand your business to three other countries. In this way, you will be able to switch simultaneously from one map to the other and manage the growth of your business. Access to these new territories depends on your performance in the game. Make sure you maintain a good balance between your economic growth and your social-environmental impact.

Discover a wide range of professions
As you progress through the game, you will meet numerous characters. Each one will play a key role in the success of your business. You will have to call on a wide range of skills to complete your task. Their involvement will be guided by Danone’s unique way of doing business and its values.

Create and market your products
In Trust, you can produce and sell numerous products. As you progress through the game, you will be able to spread your business across the four main businesses of Danone’s activity: Dairy, Water, Baby Nutrition, and Medical Nutrition. By combining your capacity to produce and to sell your products, your managerial skills will be rewarded. These two abilities are inseparable to complete your task.
The ball is in your court!
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January 12007
Opower is a publicly held Software-as-a-Service company that partners with utility providers around the world to promote energy efficiency. Through contracts with more than 93 utility companies in 35 U.S. states and 8 countries, Opower's software provides customers with better information about their energy consumption, along with personalized ways to save energy and money. Utilities use the Opower software platform to deliver key customer-facing applications that reduce energy demand and improve customer perception of the utility. The average customer receiving the Opower platform has cut energy usage by more than 2.5 percent.[1]

Opower's energy reports currently reach 32 million homes.[2] The American Council for an Energy-Efficient Economy concluded in a June 2010 report[3] that customer-feedback programs, like Opower's, could boost energy security, help the environment and save consumers money. According to the study, "feedback is proving a critical first step in engaging and empowering consumers to thoughtfully manage their energy resources". Source: Wikipedia
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Join Chicago Mayor Rahm Emanuel in challenging local kids to participate in the Summer of Learning, a citywide effort to engage young people in hands-on learning. School stops for the summer, but learning never should.

See how science, technology, engineering, art and math (STEAM) learning will rock the Windy City this summer.

https://www.youtube.com/watch?v=6WwpwtYNsNk

Kids can explore, play and learn with these organizations and earn badges along the way. They can unlock exploratory challenges and make their own projects to add to their skills. They'll showcase their work at an end of summer event in Chicago, into the next school year and beyond!
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May 92011
Your awesome habit tools
Track your progress day by day, to keep your momentum going strong.
Set up a daily routine. It's one of the easiest ways to form a new habit.
Invite a friend, and share your checkins, to get extra encouragement and an occasional kick in the pants.
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May 32011
"Waze is all about contributing to the 'common good' out there on the road.
By connecting drivers to one another, we help people create local driving communities that work together to improve the quality of everyone's daily driving. That might mean helping them avoid the frustration of sitting in traffic, cluing them in to a police trap or shaving five minutes off of their regular commute by showing them new routes they never even knew about."
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December 152012
Google has encouraged Android users to wage a silent battle for global domination focused on locations of cultural relevance, through its mobile game Ingress
In Ingress, players compete to capture and connect virtual portals situated at real world locations to control the globe for their team
What makes Ingress distinct is Niantic’s narrative ambitions: in the past year, daily updates from the production team through an alternate reality game have introduced players to a sprawling narrative told across websites, videos, novels, live events, and even hidden within the game itself.
To the team members who went on to became the core of the Enlightened faction, the Shaper’s influence on sensitive individuals through XM was viewed as the next step in human evolution. For the team members who chose the path of greatest Resistance, the Shaper’s influence was in XM was deemed a “Shaper Mind Virus” that must be countered.
The app taps into your phone’s GPS data to pull up a map of your area, with local sculptures, murals, and cultural landmarks identified by portals, that appear as bright splashes of green, blue, or white light.
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July 12007
Chore Wars lets you claim experience points for household chores. By getting other people in your house or workplace to sign up to the site, you can assign experience point rewards to individual tasks and chores, and see how quickly each of you levels up.
Primarily, it's a system to let you measure how much housework people are doing - someone who only seems to wash the dishes might actually be putting in a good couple of hours a week, when it's all added up, and the housemate who appears never to do anything might be at their busiest when everybody else is out...
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January 12005
"Humans vs. Zombies was invented at Goucher College in 2005. The game spread virally across the internet as students first gained access to Facebook, and told their friends from home about the game. Today, HvZ is played at over 650 colleges and universities across the world, as well as high schools, military bases, summer camps, and public libraries.
Who plays Humans vs. Zombies?
Humans vs. Zombies is played across the world by people of all ages, nationalities, and backgrounds. The only requirement is that you love fun. Zombies don’t discriminate by race, gender, or sexual preference/identity – they will eat you unless you work together."
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August 12011
"At heart WWO is very simple. What if an oil crisis started on April 30, 2007 - what would happen? How would the lives of ordinary people change? Let's play ""what if?"" and find out.
Over 1900 people signed up as players of World Without Oil, and submitted over 1500 stories from inside the ""global oil crisis of 2007."" Their work comprises a rich, complex, and eerily plausible collective imagining of such an event, complete with practical courses of action to help prevent such an event from actually happening.

For these people and over 60,000 active observers, the process of collectively imagining and collaboratively chronicling the oil shock brought strong insight about oil dependency and energy policy. More than mere ""raising awareness,"" WWO made the issues real, and this in turn led to real engagement and real change in people's lives.
The game ended after 32 days, on June 1, 2007. Since then, the site has averaged over 6000 unique visitors a month, and continues to generate press and comment worldwide."
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September 272010
Club Psych is USANetwork.com's affinity program where members are awarded points for interacting on the Psych Official Website and can enter to win weekly prizes by completing Featured Challenges. Members can choose to redeem points for a variety of items that can be used to decorate their virtual room.

You earn points by completing challenges, which require you to perform specific events such as playing Psych games or watching Psych videos.

You can use your points to determine your rank on the leaderboard and you can redeem points for a variety of different items to decorate your virtual room. Just visit your profile page and hit the Buy More Items button within the My Items menu of Your Room.
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April 22010
Simple Energy uses social game mechanics to change how people save energy and how utilities engage customers. They make saving energy “social, fun and simple.”

By engaging people on the platforms they already use, including email, Facebook, web, and mobile applications, and making energy usage data into a simple scoring system that allows people to compete with their friends and neighbors online, Simple Energy motivates people to become interested in their own energy use and take action to reduce consumption. The system is based on leading behavioral economics and game mechanics research by scientific advisor Dan Ariely, author of Predictably Irrational and The Upside of Irrationality. Results from a recent pilot program show that the platform can produce an average energy savings of 20% with up to 50% in savings for top performers.
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November 22011
Welcome to the exciting new community where you are rewarded by simply exploring Samsung.com and discovering everything it has to offer. You're now free to earn points, unlock and collect badges, boost your ranking, see who's leading, and watch Samsung Nation evolve over time.

Check out real-time activity, then dive into the site to see what you can uncover.
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April 12010
Zamzee, The Game That Gets Kids Moving, increases kids physical activity and makes moving fun in healthcare settings, school and after-school programs.

What’s Zamzee?
Zamzee is an activity meter and online experience that makes physical activity fun. The Zamzee meter records physical activity and translates movement into Pointz. On Zamzee.com, kids use these Pointz to take Challenges, compete with friends, get creative making Avatars, and even earn real-life rewards like Xbox consoles. Zamzee makes getting regular exercise a game, and kids love it!

What's a Zamzee meter?
The Zamzee meter is built with three-axis accelerometer technology to record both the time and intensity of physical activity. But the Zamzee meter does NOT track anything other than movement - Zamzee does not record location or any personal details.

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April 12011
A running game and audio adventure for iPhone, iPod Touch, & Android with story delivered straight to your headphones

Run for your Life from the Zombie Hordes!
Zombies, Run! works anywhere and at any speed. We immerse you in an action-packed game and story mixed with your own music, whether you're jogging in a park, running along a trail, walking to work, or even running on treadmills.And if you want a serious workout, turn on thrilling zombie chases that force you to speed up to escape the hordes!

You are Runner 5. Hundreds of lives are counting on you. You've got to help your base rebuild from the ruins of civilization by collecting critical supplies while avoiding roving zombie hordes. Can you save them and learn the truth about the zombie apocalypse? Even better, you can create your own custom playlists before you start running: the story unfolds in between your tracks through a series of dynamic radio messages and voice recordings. 40 missions included for free, with 120+ extra missions available with Season Passes.

Up to 160+ gripping missions
“Zombie Chase” interval training
Run with your own music
Play outside or at the gym
Build up your own base
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February 12011
Subaru owners are known for living life to its fullest and love to share their interests with others. Now you have a unique way to let other Subaru owners know what you enjoy most with your own Badge of Ownership.

The Badge of Ownership is our gift to you for being part of the Subaru family. Each unique Badge of Ownership reflects the number of Subaru vehicles you have owned. Whether this is your first Subaru or one that’s joining a long line of Subaru vehicles in your family, we want to recognize your loyalty.

You can personalize your Badge of Ownership with one or more lifestyle icons that reflect your personal interests or hobbies. Each Badge of Ownership has an adhesive backing so it can be easily affixed to any metal surface.
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August 12012
Learn to code interactively, for free.

Build Projects
Learn to create interactive websites, fun games, and killer apps

Join the Community
Stay motivated by joining groups to code with your friends

Be Recognized
Build your profile and show off your progress with points and badges

People all over the world are learning with Codecademy.
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October 192008
It's easy to see how efficiently you're driving and how much you're saving with eco:Drive and your FIAT equipped with Blue&Me. It analyses your journeys and converts your driving information into simple, clear facts and figures, like fuel consumption, CO2 and money saved

Fiat's new ecoDrive technology is the world's first in-car USB device that allows drivers to see how much CO2 their driving produces and then shows them how to reduce their emissions.Fiat's new ecoDrive technology is the world's first in-car USB device that allows drivers to see how much CO2 their driving produces and then shows them how to reduce their emissions.
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September 162013
"EARN RACEWINGS
Earn RaceWings and fly to the top of the leaderboard (RaceWings will help you keep score). To start you off, we’ll give you 250 RaceWings just for registering. Earn 200 RaceWings with each take-off and 200 RaceWings with each landing on Air Canada, Air Canada Express and Air Canada rouge flights. To earn more RaceWings, you’ll need to touch down and take-off from select airports around the world called Pit Stops.

COLLECT BADGES
You’ll receive badges when you complete certain challenges, tasks and specific activities. Start earning badges and you’ll really see your RaceWings total climb! (See badge legend for details)

RACK-UP BONUS AEROPLAN MILES
Every time you earn 2,000 RaceWings, we’ll give you 1,000 Bonus Aeroplan Miles. Plus, earn an extra 5,000 bonus miles for every 10,000 RaceWings. Keep on flying and every time you hit 100,000 RaceWings, we’ll reward you with an additional 100,000 Bonus Aeroplan Miles. That’s 200,000 Bonus Aeroplan Miles for every 100,000 RaceWings!"
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March 12012
SuperBetter helps you achieve your health goals — or recover from an illness or injury — by increasing your personal resilience. Resilience means staying curious, optimistic and motivated even in the face of the toughest challenges.

SuperBetter is a tool created by game designers and backed by science to help build personal resilience: the ability to stay strong, motivated and optimistic even in the face of difficulty challenges. Resilience has a powerful effect on health -- by boosting physical and emotional well-being. Resilience also helps you achieve your life goals -- by strengthening your social support and increasing your stamina, willpower and focus. Every aspect of the game is designed to harness the power of positive emotions and social connection for live, feel, and act better.

SuperBetter was created with guidance from doctors, psychologists, scientists, and medical researchers. (Our advisors and collaborators include MDs and PhDs at Stanford, UC Berkeley, University of Pennsylvania, and Ohio State University Medical Research Center.)

WHAT SUPERBETTER IS
A way to build up your core strengths — physical, mental, emotional and social
Totally customizable — figure out what matters most to you, and how to get more of it
Designed to help you through a tough time, or with a difficult change
About claiming your power — the power you have to impact how you feel everyday, and to decide for yourself how your life will unfold
Backed by science — neuroscience, positive psychology, and medicine. You'll learn the science as you play.
Social — SuperBetter can give your friends and family an “aha moment” about what you're tackling, and help them find ways to really support you.
A collective investigation. Everyone who is playing is helping to figure out new ways to get SuperBetter — for themselves, and for the entire community.
A powerful boost when you need it most. You don't have to play SuperBetter forever. You play when you need it.

By bringing together science and wisdom with innovative technology and design, we're exploring how we can flourish best and achieve our full human potential — individually, and collectively.
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March 12011
Librarygame is a web application running on a server that is either remote or local to a library management system. Librarygame links into the LMS to collect participating user activity.

When a Librarygame user borrows or returns an item (and other types of activities) the LMS sends this information to Librarygame, where it is processed. No manual input of information is required by the user.

Certain activities will earn users points and occasionally award them achievements and badges. All other activities, such as commenting, rating, sharing, recommending, competing and creating friend lists takes place on the Librarygame app with no required interaction with the LMS.
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April 112014
SaveUp is the first free nationwide rewards program that encourages Americans to save money and pay down debt. Sign up at www.saveup.com.
SaveUp rewards you for being a better saver and paying off your debts. Stay tuned to learn how to win life changing prizes!

Looking around us, we noticed virtually all Americans were trying to rebuild savings and pay off debt. We know how lonely and frustrating personal finance can be. Maybe what people need is a little fun and motivation.

Our idea is not completely novel. It's called Prize-Linked Savings and is offered in lieu of interest by financial institutions in many countries. In most states, however, laws make it difficult for banks to provide these kinds of accounts.

Relying heavily on the work of the Doorways to Dreams Fund in Boston, we created SaveUp as a for-profit social enterprise. Registered as a sweepstakes, we are able to offer free opportunities to win very large prizes.
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Flo

April 102014
Want to play a driving game that will save you some money too?
Take Flo for a spin. It's the first app that gives you feedback on your driving behavior so you can become more efficient behind the wheel and use less fuel, which saves you money in the long run.
• Audio and visual signals give you real-time feedback while driving.
• Earn points for smart driving and lose them for aggressive tactics.
• Automatically record your trips and replay them in 3D.
• Get insight into distance driven, travel times, and routes taken.
• No account needed.

Correct behaviors earn you points and aggressive tactics subtract points. While driving, audio and visual feedback lets you know how you’re doing. Easy braking, easy acceleration, easy cornering and a steady speed add up to a nice score. The screen turns green and you hear a gentle sound. Braking hard or hard cornering subtract points, turning the screen red and using a warning sound.

At the end of each trip, you can see your trip score in the upper left corner of the overview. If you go to 'All Trips', you can see the score for each trip you have recorded.
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November 12011
Proximitips is a social magazine app designed for SoLoMo experiences, pulling together the latest offers and deals in the user’s local area. It draws on the psychology of influence and engagement, focusing on delivering meaningful experiences with intrinsic rewards for the users.

This app utilises several gamification mechanisms to encourage greater user engagement, improved loyalty to the platform and increased conversion rate.
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July 92012
Since 1951, South Africans have loved Volkswagen. In fact, you’ll probably find one on every street, road, highway and byway in the country. We wanted to find an innovative way to celebrate the impact that Volkswagen has had on South African streets, and bring this nostalgic connection into the social media space to kickstart Volkswagen South Africa’s Facebook Page.

Volkswagen Street Quest challenged Facebook fans to navigate the streets of South Africa in Google Street View to find as many Volkswagen as possible.
Players could drag and drop a Street Quest Pin onto each Volkswagen to increase their score and move up the leaderboard.

The game was played over four weeks and the player with the most Pins each week qualified for the Grand Final – a live playoff in which finalists competed for prizes worth R50 000.

In order to turn Street View into a truly engaging gaming experience, we added several gaming features to the interface – both in terms of design and functionality.
Besides competing to make it to the Grand Final, players could earn achievement badges, claim new scenes, submit their unusual finds to the Hall of Fame and win Bonus Prizes by finding hidden Volkswagens – all while listening to local streaming radio stations on the custom designed Street Quest Radio.

Achievement Badges, Hall of Fame images and various other features in the game were shareable, allowing users to challenge friends and join them in the Quest, which helped increased the virality of the campaign.

Once the online Quest was completed, we flew the four winners of the weekly Quests to Cape Town to compete in the Grand Final.
But this time, it was Street Quest – in real life. Four players had eight hours to find as many Volkswagens as possible in Cape Town – and only one tank of petrol.

They had a camera to capture the Volkswagens, a friend to help them drive and all the street smarts they had learned from playing the game online.

Loyal Street Quest fans that couldn’t be there watched the Grand Final online – ending their journey with Street Quest 2012 with a fittingly epic conclusion.

Campaign Results Summary
More than 413 558 Volkswagens were found and ‘Pinned’ in the Volkswagen Street Quest online game. Over 103 000 Google StreetView Scenes were ‘claimed’, with players spending an average of 10 minutes and 9 seconds playing the game. The number of Page Likes on the Volkswagen South Africa Facebook Page more than doubled in size from 15 144 to over 38 800 fans. The Facebook Page’s Total Average Weekly Reach grew from 103 993 to 621 530 unique users, with a peak of 1 006 660 during Quest 3. A weekly average of 4194 people created a story or were ‘talking about’ Volkswagen Street Quest on Facebook, compared to 1041 in the two months prior to the campaign. The online videos had over 30 000 views on YouTube, and the PR generated through local and international blogs and websites created immeasurable value for the Volkswagen South Africa brand.
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January 12013
Man-made climate change is here: A reality we can no longer ignore. We see the impacts in our everyday lives, from extreme superstorms, to heat waves, to massive wildfires and droughts.

But Dirty Energy companies and their allies have spread lies and confusion about climate science. Their “think tanks” produce false theories. Their “experts” spout false claims. They flood online comment streams with false information.

The result? People still aren’t sure whether we should do anything about climate change — or if it’s even happening. The media doesn’t report the facts straight about climate change — or worse yet, they don’t cover it at all.

Reality Drop’s mission is to reveal the denial and deception around climate change, spread the truth, and clear the way toward real solutions.

We’re long overdue for a national conversation about the carbon pollution that’s warming our planet. We can make this conversation happen… and we can relentlessly call on our leaders to move us toward a clean energy future.

We have something on our side that no amount of money can buy: Reality."
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January 22004
"Recyclebank is on a mission to motivate individuals and communities to realize a world in which nothing is wasted — changing how people view their role in creating a more sustainable future.

That is a pretty bold statement, but one that we're tirelessly working to accomplish. Through partnerships with communities, waste haulers, locally-based businesses and national brands, Recyclebank incentivizes green actions, like recycling, with reward points that can be redeemed for discounts and deals from more than 4,000 reward partners.

We have found that what we call ""gaming for good,"" which combines game mechanics with environmental good, can have a measurable impact on consumer behavior and the environment, and we have used this concept as the guiding principle for our business since our founding.

By educating and empowering our more than four million members online and offline, we aim to help communities increase recycling rates and encourage Recyclebank members to take other everyday green actions like curbing energy and water consumption and making smarter transportation choices."
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Project Results

  • In the Land of Kroilon

    Gamification Project

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  • Klant-a-gotchi

    Gamification Project

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  • BLUErabbit

    Gamification Platform, Gamification Project

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  • Atta Community

    Gamification Platform

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  • Retame by Compettia

    Gamification Platform

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  • eMee: Gamification Beyond Points and Badges

    Gamification Platform

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  • TrueBlue Badges by JetBlue Airlines

    Gamification Platform, Gamification Project

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  • Memory by Privalia

    Advergaming

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  • Juega en la cocina de Alimerka

    Gamification Project

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  • Pernod Ricard – Ricardo

    Gamification Project

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  • Loquiz

    Gamification Platform, Gamification Project

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  • Deep Brain Stimulation Surgery

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  • Velping

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  • CTF365 (Capture The Flag 365)

    Gamification Platform, Serious Game

    Read more
  • Project Delphinium

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  • Actionbound

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  • Velvet Throne: Classroom Gamification

    Gamification Project

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  • FANSchool’s fantasygeopolitics.com

    Gamification Platform, Gamification Project, Serious Game

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  • Sector 6 Gamification System!

    Gamification Platform, Gamification Project

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  • kGoal a revolutionary smart Kegel exerciser

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  • AllAgainstEbola Learning Application

    Gamification Project

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  • SmartGame

    Gamification Platform

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  • justSOLDOUT

    Advergaming, Gamification Platform, Gamification Project, Serious Game

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  • Gamified Continuous Performance Appraisal

    Gamification Project

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  • G-Learning – A Gamified Online Learning Networking Platform for SAP Employees

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  • Guadalinfo Innycia

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  • Pain Squad

    Gamification Project

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  • AbaPlanet

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  • Empower

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  • PictureIt!

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  • Sleep Guru

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  • BINNAKLE- The first game to find new solutions to any challenge inside companies

    Gamification Project, Serious Game

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  • GooseChase

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  • Your Personal Dashboard: Achieve Your Goals With Gamification @ Weggufication.com

    Gamification Platform, Gamification Project

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  • Beer Wars

    Gamification Project

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  • Stockfuse

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  • GAMELEAD: A MOBILE, GAMIFICATION APPLICATION FOR ENGAGED LEARNING IN HIGHER EDUCATION

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  • zoojoo.be :: Gamification based workplace wellness

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  • Gamification at PwC Germany: How to make dry and lengthy learning content entertaining

    Gamification Project

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  • EU_go!

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  • AMAZING CITY

    Gamification Project

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  • www.aislados.es

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  • Tu Reto Consum – Consum’s Challenge

    Gamification Platform, Gamification Project

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  • Knowledge Champions League

    Gamification Project

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  • Untangle My Bill

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  • Community PlanIt

    Gamification Platform, Gamification Project, Serious Game

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  • SOCIAL&LOYAL

    Gamification Platform

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  • Famosa Town

    Advergaming

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  • Nutricesto

    Serious Game

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  • Playbrush

    Gamification Project, Serious Game

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  • Skinstamatic

    Gamification Platform

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  • Credilikeme – Gamified Personal Loan Experience

    Gamification Project

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  • BoosterBuddy

    Gamification Project

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  • Wahine hula dancer with ocean and sun in the background

    my.hawaii.gov: The only government web site that loves you.

    Gamification Platform, Gamification Project

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  • ST-Map

    The Fight for Scientia Terra – My Year Long Gr.8 Science Gamification!

    Gamification Project

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  • EU_go!

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  • Playlingua

    Gamification Platform

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  • Gamification of Introduction to Computing

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  • CLASS OF CLANS

    Gamification Project

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  • MySkiStar – Alpine skiing social network

    Gamification Platform, Gamification Project

    Read more
  • MEGA Game: The Game with Impact

    Gamification Platform

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  • #IoLeggoPerché

    Gamification Project

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  • YounGOffice

    Gamification Platform, Gamification Project, Serious Game

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  • Use of gamification to engage with and motivate clinicians to improve sepsis care in British Columbia

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  • 3DWire 2014 Event Gamification

    Gamification Project

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  • EARTHELP

    Gamification Project

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  • Classcraft

    Gamification Platform, Gamification Project

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  • Proyecto Educativo Zombiologia

    Zombiologia

    Gamification Project

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  • Contact center gamification at the Dutch bank, Knab

    Gamification Project

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  • BBVA Game / LigaBBVA game

    Gamification Project

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  • Sponsor A Olivo ::: Apadrina Un Olivo

    Gamification Platform, Gamification Project

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  • Sjekkdeg

    Gamification Project

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  • The grand Master Challenge -Rhodes Greece

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  • Little Hero

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  • Proyecto Ludus

    Gamification Project

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  • Evolution UI

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  • Eurostar Live

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  • GRowth-engineering-gamification

    Growth Engineering’s Academy Platform LMS

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  • Alternativa 13

    Serious Game

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  • GrandPic

    Gamification Project

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  • Logo COINC

    Coinc

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  • Nike-plus-gamification

    Nike+

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  • Foursquare

    Foursquare

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  • Salesforce-gamification

    Nitro for Salesforce

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  • Duolingo

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  • Gaming Against Plagiarism

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  • parWinr

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  • iHobo

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  • Ribbon Hero 2

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  • Street Crosser

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  • Gamisfaction

    Gamification Project

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  • wonnova logo

    Correos gamify employees

    Gamification Project

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  • HP Operations Manager i User Engagement

    Gamification Project

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  • TriviFarma

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  • Maths for Kids

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  • The Hero Plan Book

    The Hero Plan

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  • Social Raid

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  • Family Team

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  • PLUG-IN Championship

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  • Trust

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  • OPOWER

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  • Chicago Summer of Learning

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  • Dailyfeats

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  • Waze

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  • Ingress

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  • Chore Wars

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  • Human vs Zombies

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  • World Without Oil

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  • Club Psych

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  • Simple Energy

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  • Samsung Nation

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  • Zamzee

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  • Zombies, Run

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  • Subaru Badge of Ownership

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  • Codecademy

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  • Fiat Eco Drive

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  • Earn Your Wings

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  • SuperBetter

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  • Librarygame

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  • Save Up

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  • Flo

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  • Proximitips

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  • Street Quest WV

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  • Reality Drop

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  • Recyclebank

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