Dharma Monk

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Archive for the tag “game”

An Analysis of LinkedIn’s Gamification Design Elements

The professional network LinkedIn uses a number of gamification design elements. In this article we take a look at them and describe how they work and what their purpose is.


To make the professional network valuable for all members, information about each member is needed. The more a user enters, the more valuable for the overall network. When new members sign up, they tend to fill out the most basic information only, hesitating how much information shall be shared. The profile completeness bar (Figure 1) gently nudges users to reach 100% by appealing to achieve a sense of completion. Note that while it is easy to quickly increase the percentage at the beginning, reaching one hundred percent completeion requires succeedingly more effort, appealing to the fun motivator of mastering a skill.

LinkedIn Profile Completeness BarFigure 1: LinkedIn Profile Completeness Bar

When interviewing LinkedIn-members, most of them will tell that because of the progress bar they had filled out more information, without knowing that they “are being gamified.”

LinkedIn has introduced a new form of such a display, called profile strength. Depending on how much the circle is filled – like a cup with water – levels are assigned to it, in the example in Figure 2 it’s the level All-Star.

LinkedIn Profile StrengthFigure 2: LinkedIn Profile Strength

The reason for this visualization has to do with a disadvantage that the original form of a progress bar for the profile completeness brings. Once the bar reaches 100%, there is no need to add more information to the profile, which would make updates such as job changes, new titles, or certifications less relevant.

Even with those two gamification design elements users could still miss out other relevant information. The profile completeness and profile strength contain self-reported qualities, which need to be verified through other channels.Endorsements try to fill this gap by allowing other members – who are connected to the member in question – to report additional skills.

LinkedIn EndorsementsFigure 3: LinkedIn Endorsements

While not all endorsements may make sense, the overall result from the aggregated endorsements creates a relatively accurate picture of the skills and expertise of a member (Figure 4).

LinkedIn Skills & ExpertiseFigure 4: LinkedIn Skills & Expertise

 Profile Views

A profile would be worthless, if others were not seeing it. The statistics on Who’s viewed your profile give feedback on the number of views and how often a users profile has shown up in search results over the past day (Figure 5) and the past 3 days (Figure 6).

LinkedIn Who's viewed your profile - Past dayFigure 5: LinkedIn Who’s viewed your profile – Past day

LinkedIn Who's viewed your profile - Past 3 daysFigure 6: LinkedIn Who’s viewed your profile – Past 3 days

The same numbers are plotted in a diagram over the past 90 days (Figure 7). to show the trend.

LinkedIn How often people viewed youFigure 7: LinkedIn How often people viewed you

Who’s viewed your profile-dashboard also displays the last five members who have viewed the profile (Figure 8). This list is not only fulfilling the fun motivator of being the center of attention, but also encourages users to click on these other users and potentially contact or connect with them.

LinkedIn Who's viewed your profile - OverallFigure 8: LinkedIn Who’s viewed your profile – Overall


LinkedIn-members are not only sharing their personal and professional information, they are also encourage to share updates, such as articles, events, jobs and other information related to their professional lifes.

LinkedIn ArticleFigure 9: LinkedIn Article

The updates contain feedback design elements such as likes and comments (Figure 9).

LinkedIn Who's viewed your updatesFigure 10: LinkedIn Who’s viewed your updates

A separate visualization breaks down how many other members have viewed the update. The breakdown is done by members according to the degree of connection, displayed in Figure 10 as an example with first, second, and third degree tallying up to 202 views and 3 likes.


LinkedIn-members that a user is connected to form a user’s personal professional network. Figure 11 shows the the LinkedIn Network that a user has, including the number of (direct) connections and new members in the network from the past 3 days, based on the second and third degree connections of a user’s new (first degree) connections.

LinkedIn Your LinkedIn NetworkFigure 11: LinkedIn Your LinkedIn Network

The more connections a member has, the larger the potential influence over people.


Being member of a group and posting updates and responses there can increase the potential influence over people and status as expert in a community. The number of (group) members (Figure 12) is also an indicator for the group moderator, how successful the task was that derived from the motivation of organizing groups of people.

LinkedIn GroupsFigure 12: LinkedIn Groups

The group contribution level (Figure 12 and Figure 13) indicates how relevant a member’s contributions to the group are and on what level the user is. Such an indicator is not catering towards competition with other members, but generally against oneself to reach a higher level (such as “Making an impact” or “Top Contributor“).

LinkedIn Your group contribution levelFigure 13: LinkedIn Your group contribution level

Annual Update

At the beginning fo 2013, LinkedIn sent out emails to its members congratulating them to being one of the top viewed profiles in the year 2012 (Figure 14). This came as a surprise for many members and was heavily discussed and distributed over social networks, which again attracted existing members to improve their own profiles, and create more updates. This also created awareness with non-members to join the professional network.

Such an email fulfills the fun motivators of being the center of attention and influencing other people.

LinkedIn Most Viewed ProfilesFigure 14: LinkedIn Most Viewed Profiles

Source: 12 December 2013 07:44 | Written by Mario Herger | http://enterprise-gamification.com/


33 ways to make your app a hit: VentureBeat’s Discovery Directory

33 ways to make your app a hit: VentureBeat's Discovery Directory

As app stores multiply and the number of publicly released apps — just the ones we can see and count — approaches 1 million, content developers are having a hard time standing out from the crowd.

That process is known in the app world as discovery, and it’s getting harder with every new app, as developers fight for the attention of consumers and app-store managers.

“This is one of the key problems of our time,” said Savinay Berry, a vice president at Granite Ventures.

That’s why we’re tackling the subject of discovery at our second annual conference, DiscoveryBeat 2010, on October 18 in San Francisco. This year, the problem is only getting worse. The Apple App Store has more than 250,000 apps. There are new app stores coming or already in place from many other platform owners, from cell phone carriers to independent app catalogs.

Today, VentureBeat is showing off a bunch of the solutions aimed at solving the discovery dilemma. We call it the Discovery Directory.

It’s not unlike the growth of the Web. Early on, when there were tens of thousands of websites, people wondered if there were too many. How would they ever find what they wanted? Along came Yahoo with its directory and then Google with the first truly effective search engine. They solved the problem and created the giant search industry.

But what will be the equivalent of search in the age of apps? If someone solves this problem, they will find a pot of gold, Berry said.

Some blockbuster apps are managing to rise to the top of the app stores without much seeming effort. For sure, good discovery starts with great content. Angry Birds, the cute iPhone app from Helsinki’s Rovio, sold nearly 7 million paid downloads on the App Store, spreading from Finland, then across Europe, to the U.S. It has held the No. 1 spot in the App Store longer than any other title — mostly because of word of mouth.

Rovio designed memorable characters that it can use across platforms and media — spreading to plush toys and possibly a cartoon movie. The product was designed to go across many platforms — Nokia trumpeted its availability in its Ovi app store — and can be easily updated with new levels to keep users coming back to the content.

But not all growth happens organically. Social-game firm Zynga reportedly uses a lot of its profits from virtual-goods sales to advertise its new games. Other developers aren’t rich enough to do that, so they have to figure out ways to give their apps a little push to get them across the tipping point so momentum can build.

The clever tricks and tips that we’ve heard about so far in our coverage of the app and game industries are myriad. They show that a little creativity goes a long way toward getting an audience for an app. Here are some of the tips and tricks that we’ve come across over time. I’ve put them in alphabetical order by the name of their provider.

Apple Game Center This new feature of the latest version of the iPhone operating system, iOS, is like Xbox Live on the iPhone. It lets you socialize with other gamers, sharing games with them, competing in multiplayer play or posting your achievements and leaderboards for all to see. It helps you discover new games through friend referrals.

Applifier This app was born via a rebel alliance that felt big social game companies such as Zynga were becoming too dominant on Facebook. Zynga promotes its own games using a cross-promotion bar at the top of its games. Applifier duplicates this kind of cross-promotion bar, but across a bunch of third-party app developers who have joined Applifier. It has driven tens of millions of downloads.

AppLaunchPR How can you get noticed? Do some PR for your app, spreading it to review sites and pitching a story to big media. A good story is like free advertising.

Appolicious For both the iPhone and Android, Appolicious is a social networking service that makes recommendations based on apps that you own, finds and shares the best apps with your friends, and lets you become a top member by doing the best app reviews and lists of cool apps.

Appsfire This company has a full discovery platform composed of a site, an iPhone and iPad app, and a distributed infrastructure enabling users to search, share, monitor and find apps in a personal way. It generated over 4 million clicks on the App Store since launch and got to No. 2 ranking in the U.S. App Store.

AppStoreHQ This social network for app users lets you immediately see the most talked-about iPhone or Android apps on leading iPhone blogs. You can see app reviews, browse through all apps, and keep track of the latest via email.

Aurora Feint With its OpenFeint social game platform, Aurora Feint socialized the iPhone, building a community of gamers who can share games with friends. Developers who adopt OpenFeint can easily deploy leaderboards, cross promotions, achievements, friend invitations, and multiplayer games. Now it works for Android too.

BackFlip Studios This Boulder, Colo.-based developer got started in April, 2009, making iPhone games. The company’s first title, Ragdoll Blaster, was a hit. But their second app, the free Paper Toss game, was downloaded millions of times and hit No. 1 on the App Store. Using AdMob, the company put ads for its paid games into the popular free app. That generated more downloads of BackFlip’s paid games. Those ads also generated more revenue from other developers, who bought ads that paid only when their apps were installed. Ad revenue became half of BackFlip’s revenue and it now has seen more than 45 million downloads of its iPhone games.

Bolt Creative The two-man company that brought us Pocket God has seen more than 3 million paid downloads of its game, which debuted in January, 2009. The game was a viral hit, with users telling their friends to download it, partly because of its sick humor where you could feed native islanders to sharks. Bolt Creative kept it going by updating the game as often as it could; with each upgrade, Bolt changed the icon on the iPhone for the game, indicating to the user that there was an upgrade to download. The company’s fans have uploaded their favorite scenes to YouTube, and Bolt has encouraged fans to create a community around the game.

Chomp Go to Chomp’s website and type in what you’re looking for. If you type “war strategy games,” Chomp will search through the App Store and come back with a couple of apps that fit the bill. It’s a search engine on top of the App Store and it works fast.

DisneyTapulous Stick a known brand on it. Tapulous created its Tap Tap Revenge music rhythm game and sold tens of millions of units. It created specific versions for artists such as Dave Matthews or Lady Gaga. Fans of those specific celebrities paid to download the app and play rhythm games that were essentially like Guitar Hero on the iPhone. That’s why Disney bought Tapulous.

Facebook It may have killed off free viral marketing in social apps by stopping developers from spamming users with frivolous messages. But it is slowly opening new channels, such as its Game Dashboard, to highlight undiscovered apps.

Flurry Perfecting discovery starts with understanding users through analytics. Flurry’s analytics software is used by thousands of developers whose apps are being used by tens of millions of users. So Flurry knows what’s on the users’ phones. It has added AppCircle  as a recommendation engine, analyzing the user’s taste in apps and then recommending apps that it thinks the user will like.

GameStop This chain is an old-fashioned retailer with more than 6,000 stores. But it showed it understood how to drive traffic after it bought Kongregate, a site with indie games. Now GameStop is rolling out kiosks with access to online rewards accounts and free online games. It uses the foot traffic of 500 million people a year coming through its stores to drive the discovery of new content online.

GetJar Running the second-largest app store behind Apple has its benefits. The company makes money as game publishers pay extra to have their games highlighted on its site. So GetJar recently started an experiment where it will give away millions of copies of high-end mobile games from Glu Mobile. The promotion will last a couple of weeks and it is aimed at hooking more users on mobile games, leading to future purchases.

Google Search works great for websites. But will the giant come up with a way to search through apps on a variety of closed platforms? Perhaps that is what Google’s own social network will be for.

Heyzap If discovery is a huge problem, Heyzap can knock down some of the barriers by allowing web sites to embed games in their own sites through Heyzap’s widgets. They can also promote games with Heyzap’s social bar and other sharing features.

Hi5 This social network has just 50 million users. But it has figured out a way to challenge Facebook with its SocioPath social game platform. With it, Hi5 allows developers to adapt Facebook games to any platform. Then it allows gamers to share any game with their friends. Through a “contact importer,” Hi5 will let the gamer share that game with any friend, regardless of the platform they are using. Alex St. John, president of Hi5, says the aim is to liberate developers from Facebook.

iSwifter This initiative at the YouWeb incubator run by serial entrepreneur Peter Relan allows Flash games to run on the iPhone through its app. iSwifter will put a limited number of Flash games that are suitable for touch gaming into its app.

Magic Solver This company has created a Daily Magic Cube app that shows you its favorite app of the day. You unwrap the mystery app as if you were untying a present. You can also use the cube to find new music or the best YouTube video of the day. It simplifies the process of discovery by creating an app that does the filtering for you.

Microsoft Xbox Live has been a great service for letting gamers discovery online games and other content on the Xbox 360. Now Microsoft is taking that to the cell phone with an Xbox Live hub on upcoming Windows Phone 7 devices. Those phones have hubs where Xbox Live users can access their account data. And while there are lots of web games accessible via browser, Microsoft can draw attention to the 60 or so launch games that are only on Xbox Live. Essentially, the Xbox Live hub on the Windows Phone 7 is a kind of curation service to weed out what gamers don’t want.

Newtoy This McKinney, Texas-based company hit it big with Words With Friends, a Scrabble-like game on the iPhone. The game has sold millions of copies. To juice sales, the company created a free version for “Talk Like a Pirate Day” on September 19. The Words With Pirates game took off and captured a lot of press. That drove a lot of sales of the paid game.

Oberon Media The Blaze platform from Oberon allows game publishers to spread their social games outside of social networks, and leverage social to spread mobile and download games.

Oneforty This company makes a platform that sits on top of Twitter and makes it more useful. The site lists and categorizes apps that use Twitter, from business apps to location apps. Users can review the apps and vote them up or down. You can see who is using a Twitter app, see screen shots of it, and read the reviews.

PapayaMobile To get users to pay attention to Android games, PapayaMobile has launched Android App of the Day. The app is available for free or 99 cents for just a day. That should drive a search in interest for the app. Once it spreads, friends will want to pick it up and play. But by that time, they may have to pay full price.

Playmesh Charles Ju’s team of game developers has made more than 50 games on the iPhone. Titles such as iFarm have been big hits. But launching every new game can still be dicey. So Ju’s team pays $2,000 or so to have the game featured on FreeAppADay. Getting featured on that site leads to thousands of downloads in one day. That’s enough to get onto the App Store’s list of fastest-growing new apps. From there, the natural fun of the app is enough to keep it gaining momentum.

Qualcomm — With Vive, Qualcomm launched a free friends-based social recommendation service. You can use it to share apps with friends, regardless of what mobile device any given person is using. The effort headed by Kabir Kasargod lets you describe your mobile device. Then you can browse through friends’ apps. If you find an app you like, a link appears asking if you want to get it. The link will take you to the correct app store that has the app available for your phone.

RockYou With Deal of the Day, RockYou has found a way to monetize Facebook games beyond the normal amount. Lots of users pay free-to-play games on Facebook, but once they are asked to pay for something, most of them drop off. Deal of the Day is a special offer that lets a user accept an offer in lieu of paying for a virtual good in a game. Sometimes the user has to watch a video ad. Then they get the virtual good and can continue playing. RockYou has now expanded the deal to allow third-party developers to use it.

Scoreloop The Android Market for apps isn’t working so well. So Scoreloop is helping out phone companies by offering a white-label service that allows the carriers to build their own social hub on a phone, sort of like having a secondary market for apps that actually works. App developers create Scoreloop-based apps that can be cross-promoted on the hub. Taiwan’s Chungwha mobile carrier has signed up to use Scoreloop to create a social hub on its phones.

Siri Artificial intelligence can play a role in discovery. Research think tank SRI developed AI technology that could serve as a virtual assistant for humans. It spun the division off as Siri, which launched a free iPhone app in February. The voice-recognition app allows you to ask for something, such as a restaurant reservation, and Siri finds the place for you and makes the reservation. Much like a good location-based service, Siri can help you discover things you didn’t know were there.

Smule Chief Technology Officer Ge Wang (pictured right) said his company starts with a device, the iPhone, and figures out how to design something unique for it. The team designed Ocarina, where you blow into the iPhone’s microphone and tap on its touch screen to make the sounds of the ancient flute-like wind instrument. It was a unique app when it debuted and Smule marketed it by creating YouTube videos of people playing it. Those videos spread by the millions, allowing users to discover magical apps.

StumbleUpon This social network is aimed at discovery and it has launched a mobile app that will let users randomly find and rate new sites while they’re on the go. Users can use the app to discover fun stuff and then vote it up or down.

Tapjoy Started as an ad-network aggregator, Tapjoy lets you spread your mobile app across a number of platforms that reach more than 100 million users. It combines monetization, virtual goods platforms, ads, and offers to let developers make money and get broad distribution.

Ubisoft The French video game giant entered the Facebook game market last year with Tick Tock. The game got lost among thousands of apps and failed. Now it is trying a new tactic. It is launching companion games on both Facebook and the iPhone  that riff on the company’s most famous brands. In the Assassin’s Creed Brotherhood game on the console, you can earn points that you can use in the Assassin’s Creed Project Legacy game on Facebook. You can unlock items in one game and spend them on virtual goods in the second game and visa versa.

WildTangent Through its BrandBoost ad platform, the company lets players opt to view an ad instead of paying for a game with a credit card. It thus broadens the audience that could discover a game.

This list is just a start. I’d like to add more examples, so please point them out in comments.

Source & Read more at http://venturebeat.com/2010/10/07/discovery-directory-app-discovery-tricks/#DTUWS0SLYYpytgcK.99

6 Basic Benefits Of Game-Based Learning

Source: TeachThought


There seems to be a perception that online gaming has a detrimental impact on children’s development. Nothing could be further from the truth, and there are countless–and complex–reasons for this, but it also makes sense at the basic benefits of game-based learning.

Of course children should not spend every single second of the day staring at a computer screen. Nevertheless, education and online gaming certainly aren’t enemies either. In fact, playing online games may be something which can enhance a child’s learning and development. How?

1. Increases A Child’s Memory Capacity

Games often revolve around the utilization of memorization  This not only relates to games whereby children have to remember aspects in order to solve the game, memorize critical sequences, or track narrative elements.

2. Computer & Simulation Fluency

This is something which is very important because we live in a world which is dominated by technology. Playing on games via the internet allows children the license to get used to how a computer works and thus it becomes second nature to them. There are websites, such as Cartoon Network games, which provide young children with fun and exciting games which also teach them to utilize the mouse and keyboard properly, not to mention browsing, username and passwords, and general internet navigation.

3. Helps With Fast Strategic Thinking & Problem-Solving

Most games require children to think quickly. Moreover, they have to utilize their logic in order to think three steps ahead in order to solve problems and complete levels. This is great because it is something which helps children in later life as they develop their logic, their accuracy and their ability to think on their feet and outside of the box.

4. Develops Hand-Eye Coordination

As mentioned earlier, Cartoon Network games and similar fare require children to use a gamepad or a keyboard and the mouse to operate the games. Not only does this get them more tuned to how a computer works, but it also helps to develop hand-eye coordination because children have to look at the action on the screen whilst using their hands to control what is happening at the same time.


5. Beneficial Specifically For Children With Attention Disorders

Research has revealed that online games can actually help children who experience attention disorders. This was concluded by a professor at Nottingham University (CNN covered it here), and is a notion which has been repeated by many in related studies.

6. Helps Children With Particular Skills (e.g. map reading)

A lot of games contain certain aspects which help children with specific skills. For example, a lot of mystery and adventure games contain maps which children will have to read. This obviously helps their map reading skills and practical thinking. Moreover, there are games, such as football management games, which introduce children to managing finances and general project management.

As you can see, there are a whole host of reasons as to why online games can be beneficial for children. Thus, education and gaming certainly aren’t enemies; in fact many would say that they are more like best friends.

This is a contributed post from Celina Jones, a freelance blogger associated with Cartoon Network; 6 Basic Benefits Of Game-Based Learning

Opportunities and Challenges in Mobile Gaming

Opportunities & Challenges in Mobile Gaming This article summarizes discussions and conclusions of the Mobile Game Arch Workshop held during the Game Connection Europe 2011 conference in Paris on 06.12.2011 from 09:00 until 17:30. The workshop was moderated by Dr. Malte Behrmann (EGDF).

New opportunities for a mobile game industry:

• The new forms of monetization

Free-to-play: Digital distribution and a free-to-play business model are the future of mobile games publishing. Mobile game developers can learn a lot from the online game developers who developed the free-to-play model.
The long tail: The ‘long tail’ of mobile games is emerging; mobile games have a longer life cycle now.
IP: Brands such as Angry Birds and Doodle Jump are building more and more value. The current market situation is very good for launching them.

• The new types of games:

Cross-platform games: Real cross-platform gaming – not just between smart phones, but also smartphone to TV or Smart TV, to PC or to Tablet; games for a smart TV for example – are emerging. However, there is no business model for these markets yet.
Location based games, Cloud, AR: Location based games, cloud based games and augmented-reality offer new opportunities for mobile games. Especially locationbased games are exclusively for mobile platforms, as you cannot play these games on other gaming platforms.

• The new game development methods

A viral innovation: A viral innovation model, based on pushing games to markets as early as possible and continuously developing them based on the feedback from the people who play them, provides a cost-effective way to develop games that work well in dynamic markets.
Faster development: HTML5 is making the development of casual games much faster and easier.
Faster access to markets: Developers have much better control than before over where, when and at what price their games are sold.
Bigger markets: As Europeans are used to operating in a multilingual and multicultural market area, they have a competitive advantage over developers in the USA, Canada, China and Japan..

• Technological challenges:

The extremely fast rate of technological development
Fast changing hardware and operating systems: The rate of change in mobile hardware and operating systems is increasing. Furthermore, the co-operation between handset manufacturers and mobile game developers is limited, but it could get better in the near future as handset manufacturers depend more and more on the products of game developers, and become aware of this. Middleware tools or HTML5 offer only a very limited solution for them, as these are always behind the cutting-edge of the industry.
Challenging environment for standardization:The fast rate of technological development and the global nature of mobile industry make it difficult to find new standards for the mobile game ecosystem. However, there is a specific need for standardization in the area of games operating at the same time on TVs, mobile phones and tablets.

The lack of interest in standardisation: Game developers do not pay enough attention to standardization activities, as standardization processes are long, demand a lot of time, cause high travel costs and are hard to track by individual developers. Game developer associations, namely EGDF, could fulfil a role as a representative of game developers in standardisation activities, and in improving the dialogue between developers and platform owners such as Google, Apple and Microsoft.
Latency: Latency caused by insufficient investments in the network infrastructure will be a major obstacle to streaming data from a cloud to a mobile device.
Fragmentation: Fragmentation is still a problem (especially within the Android Platform, but more and more also in iOS). The fragmentation is not just technological,
but also “administrative”, when comparing different application stores. It is also, for example, very complicated to port games from Windows Mobile to other platforms
due to a different code base. On the other hand, a game that works in Apple’s Appstore does not necessarily work on Android Market the iTunes Appstore is based
more on paying for downloads and Android on following a free-to-play or ad-based model, both increasingly featuring in-game purchases.
The introduction of HTML5: There is a lot of potential in HTML5, but it does not yet work well in mobile OS’s.
Technological support for end users: The need for technological support for endusers is much higher for a game on the Android platform than on iOS.

• Economical challenges:

A wide skill set: A developer has to find the right road to a market, the right road to visibility, the right road to finance and a right road to reach consumers. This requires a very wide skill set of game developers.
Access to markets:
Rising development costs: After the iPhone was introduced, publishing new mobile games became much easier by significantly lowering the barriers to access a mobile
market. Development costs dropped with iOS, but they are now rising again because of the fierce competition in application stores.
Choosing the right business-model: Free-to-play, pay-per-download, in-app purchase, advertising, subscription etc. and adjusting gameplay to fit this is extremely
Lack of billing mechanisms: In many countries, people do not have access to credit cards. Consequently, the new role of mobile operators in the value chain could be
connected with billing and offering new monetization solutions such as premium SMS.

• Access to funding:

Insufficient funding for SME’s: A substantial part of all innovation happens in small companies, such as independent game developers (instead of big entities), but they
need early stage public and private financial support.
Access to public funding: The public funding for game developers is not sufficient in Europe and policies regulating the mobile ecosystem do not take into account the
particular needs of the mobile game developers.
Access to private funding: The access to private investment is challenging in Europe, because investing in games requires a specific expertise, which is hard to find within

 • Access to users:

No access to users and to data on them: The viral innovation model is based on engaging with users. However, many platform holders, like Apple, do not allow
developers to access to user data which makes user engagement possible.
Access to visibility
Features from retail markets: Application stores are introducing many features of retail markets to the application stores like categories, shelf placement, bundles,
seasonal sales, etc.

You can read a detailed summary of minutes of Mobile Game Arch Workshop here.

10 Great Learning Game Design Links

AmusingABC-Mobile Games for Kids & Parents

AmusingABC.com – Mobile Games for Kids & Parents

1. Learning From Game Design: 11 Gambits For Influencing User Behaviour
Dan Lockton about 11 ways to increase engagement using ‘gamey’ ways.
  1. Katie Salen on Game Design and Learning
    Here is Katie Salen speaking about how game design can be applied in the classroom.
  2. Learning The Rules
    An older but still relevant article about learning curves in games.
  3. Thoughts On Learning In Games And Designing Educational Computer Games
    Again an older but comprehensive article that gives great ideas on where to use learning games. Note the references.
  4. An excellent article on Creating Flow, Motivation and Fun in Learning Games. Was printed as a chapter in The Design of Learning Games Springer-Verlag, 2011
  5. Educational Game Design Model (NMSU Learning Games Lab)
    Barbara Chamberlin, with the NMSU Learning Games Lab, shares the Educational Game Design Model developed at NMSU. Addresses various aspects of the process of game development.
  6. Improving The Way We Design Games For Learning By Examining How Popular Video Games Teach
    This paper from UCLA focuses on how to effectively integrate teaching “how to play a game” with teaching an “instructional domain” within a game for learning. Has many interesting details relevant to game design, recommended reading.
  7. ‘Narrative’ in Serious or Learning Game Design Research
    This is a great article on the use of narrative in learning games. Describes narrative approaches, some of which are appropriate to learning.
  8. Feedback Loops in Games and Learning
    This is a nice paper on feedback loops in learning by Bert Snow and Matt Seegmiller. There is a bit of a marketing slant, but interesting points about which technology to support a feedback approach.
  9. Learning Game Design: Lessons From The Trenches
    An interesting presentation from Sharon Boller, great advice from the trenches of gamification.

Source:  Abhijit Kadle – Upside Learning

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