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Developed with renowned game designer Jane McGonigal on behalf of the World Bank Institute, Urgent Evoke is part social game and part crash course in changing the world.

The Foresight Engine won't tell you what's going to happen in the next 50 years, but it probably knows all the same. Created with our friends at the IFTF, this online game crowdsources ideas, stretches thinking, and casts our sights toward ... the future.

AOK is a social game for social good. The currency is kindness. The collaborators are the founders
of TGO.tv and SHFT.com.

Gameful.org is a "Secret HQ for world-changing game designers" and a collaborative enterprise with
thousands of monsters hell-bent on the positive power of play.

Teh Daily Scrambler is a Twitter race to unscramble the headlines (and get newsified doing it). Just tweet @scrmblr with the #tag and your answer. Odog ckul!

If we didn't promptly answer your email last week, it was probably because we were entrenched in an Applied Gaming Workshop. These one- or many-day sessions tease the senses with Applied Gaming principles and send participants home with their very own game design toolkit (made entirely of magical ideas!).

We built Shmoozl in about the time it takes to cook a lamb, but we’re still proud of this real-time reputation minigame. It brings the simplicity of LinkedIn recommendations to the mayhem of the conference setting.

Survival Horizon is less of a game and more of a daily reminder that, hey, maybe the end of humanity is just around the corner. Developed for the IFTF's Future of Persuasion.

In the shadow of a million-dollar intranet that nobody uses, Zipline is our ongoing conversation about Knowledge Management Systems, usability, and gameplay.

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Archive for December, 2010

Gamification is Pointless (Get It?) Pt. 1

Thursday, December 16th, 2010

000

In an upcoming series of posts, we’re going to take a hard look at the trend of Gamification, smack it on the backside a little bit, and identify how our position has changed over the past couple years. We think that now more than ever there’s meaning to this Applied Gaming thing, so we’re going to call out the major differences from Gamification one at a let-there-be-no-mistake time.

As we draw our breath, rocket surgeon Umair Haque gives us some background with his whip-smart post in the Harvard Business Review. Read the whole thing, but from the article:

“Of course, there are at least four big problems with gamification. The first is, as game designer Margaret Robinson has incisively pointed out, most gamification is just “pointsification.” In my terms, there’s no real market mechanism (in her terms, “hard, meaningful choices”) at the heart of said game, just the accumulation of bits. The second problem is that too much gamification is about zero sum games: often, for me to win, you’ve got to lose. For example, many “gamified” sites simply offer a fixed number of badges, trophies, or other trinkets, to the first N participants that, for example, visit six different pages. That’s because, third, many games are relying on — or worse, trying to create — artificial scarcity …”

Kindasortamaybeyes. We’ll take a look at what we think Gamification does right, what it needs to improve, and what we think Applied Gaming (already) does better. [+10 points for drawing a line in the sand.]