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.
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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And Math Blaster Was Dumb |
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Atop an undeniable heap of anecdotal evidence, Alex Soojung-Kim Pang nails a few ways in which games are infiltrating our daily lives. Or really, how the culture and language of gaming is influencing the way we go about our otherwise game-free business. He writes:
“…while we are going to see the growth of feedback and incentive systems around everyday activities, they’re not going to really be games. They may borrow some bits and pieces from games — familiar visual tropes, rewards, and the like — but they won’t turn housework into a game, any more than my offering my son a quarter to clean his room turns my family into a labor market.”
Semantic quibbles aside, I think Alex exposes a sweet spot for applied gaming: the crucial point at which those familiar visual tropes and rewards offset the pain and tedium of labor. To be an efficient solution for business, we must first identify when an overlay is juuust gamey enough, and when players are first able to reconsider their opinion of effort. (It’s the same principle that has gotten the garbage taken out by sprinting children everywhere: “I’ll time you.”)
We might then look at the unprompted infiltration of game language and culture — within organizations and among players — as evidence that we, too, have nailed it.
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