Tagged With gamification

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Playing games is ubiquitous across all cultures and time periods – mainly because most people like playing games.

Games involve rules, points, systems, as well as a theme or storyline and can be massively fun and engaging. And there is an increasing body of research that shows “gamification” – where other activities are designed to be like a game – can be successful in encouraging positive changes in behaviour.

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Over the past couple of years, gaming accessory maker Razer has made big splashes at CES with ambitious projects aimed at changing the the way we game. The Nabu smartband is out to change the way we live.

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If you went up to the average student and asked them if they wished school was more like a video game you would almost certainly get a passionate "YES!" I'm sure if you asked most adults they'd also put their vote in favour of making their tedious work day more fun and exciting. Gamification is in no way a new idea, but it's one that is still evolving at a rapid pace.

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Going to the gym for an hour is two red points. Calling my mum is one blue point while calling Aunt Deborah is five blue points, because, honestly, Aunt Deb is sort of a pain to talk to and sometimes she says crazy things. Cleaning the bathroom is 15 red points, otherwise I would never do it. This is the plan to gamify my life, to relate everything I do to a point-based game.

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I've never been one of those people that considers shopping "fun". I shop because it's necessary, because I need something. If gamification has taught us anything though, it's that all it might take for something to become fun and interesting is to make it a game.

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To help spin the good spin in its current stoush with Hamas, the Israeli Defence Force has launched a program called IDF Ranks. It's essentially a game about being a mouthpiece for the Israeli Defence Force.

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Editor's Note: Ben Bertoli is a long-time Kotaku reader and commenter, a lifetime, dedicated video gamer and a sixth-grade teacher in Indiana. He reached out to Kotaku this past week to share the story of how he turned his class into a role-playing game. The enthusiasm and motivation of the children in Bertoli's class evoke the success stories seen in gamified experiences such as Fitocracy. Here, Bertoli explains his creation, ClassRealm, how it works and what motivated him to develop it.

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Playing video games and doing laundry are two activities that don't go well together at all, unless you're Kingston University design student Lee Wei Chen, who has used his magical powers to combine to join the two tasks in unholy matrimony.