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	<title>NewstopiaVille</title>
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	<itunes:author>NewstopiaVille</itunes:author>
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		<title>The Gamification Elevator Pitch</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/02/09/the-gamification-elevator-pitch/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/02/09/the-gamification-elevator-pitch/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 06:10:09 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Notes]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=71</guid>
		<description><![CDATA[At the end of the morning session at the Gamification Summit, Amy Jo Kim challenged everyone to complete the following elevator pitch for their project: My company, (company name), is developing (a defined offering) to help (target player) (solve a problem) using (secret sauce/unique differentiator). I&#8217;ve been thinking about that a lot. And I&#8217;ll give [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/02/09/the-gamification-elevator-pitch/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>At the end of the morning session at the <a href="http://www.gsummit.com">Gamification Summit</a>, Amy Jo Kim challenged everyone to complete the following elevator pitch for their project:</p>
<blockquote><p>My company, (company name), is developing (a defined offering) to help (target player) (solve a problem) using (secret sauce/unique differentiator).</p></blockquote>
<p>I&#8217;ve been thinking about that a lot. And I&#8217;ll give my version in my next post, which I think will help begin to clarify a direction for this project.</p>
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		<title>Notes from Gamification Summit Day 2: Amy Jo Kim&#8217;s Workshop</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/02/09/notes-from-gamification-summit-day-2-amy-jo-kims-workshop/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/02/09/notes-from-gamification-summit-day-2-amy-jo-kims-workshop/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 06:03:23 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Notes]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=63</guid>
		<description><![CDATA[The second day of the Gamification Summit was a smaller workshop conducted by Amy Jo Kim (@amyjokim), who has gained a reputation as a leading guru on community, social media, and game mechanics. Kim walked us through a series of presentations and exercises. You can get a comprehensive set of notes here. I&#8217;m going to [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/02/09/notes-from-gamification-summit-day-2-amy-jo-kims-workshop/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>The second day of the <a href="http://www.gsummit.com">Gamification Summit</a> was a smaller workshop conducted by <a href="http://www.shufflebrain.com/?page_id=12">Amy Jo Kim</a> (<a href="http://twitter.com/#!/amyjokim">@amyjokim</a>), who has gained a reputation as a leading guru on community, social media, and game mechanics. Kim walked us through a series of presentations and exercises.</p>
<p>You can get a <a href="http://www.scribd.com/pro_stats/documents/47350314">comprehensive set of notes here</a>. I&#8217;m going to focus on some of the main lessons I heard, starting with the morning session. This is the first of several posts about sections of the workshop. As I&#8217;ve mentioned before, I&#8217;m a novice here. A lot of this will be old hat for experienced hands.</p>
<p>Kim&#8217;s workshop used this set of slides throughout the day. The morning session ran through the first 36 slides:</p>
<div id="__ss_6713590" style="width: 425px;"><strong><a title="Gamification 101: Design the Player Journey" href="http://www.slideshare.net/amyjokim/gamification-101-design-the-player-journey">Gamification 101: Design the Player Journey</a></strong><object id="__sse6713590" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamification-workshop-slides-110126160422-phpapp02&amp;stripped_title=gamification-101-design-the-player-journey&amp;userName=amyjokim" /><param name="name" value="__sse6713590" /><param name="allowfullscreen" value="true" /><embed id="__sse6713590" type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamification-workshop-slides-110126160422-phpapp02&amp;stripped_title=gamification-101-design-the-player-journey&amp;userName=amyjokim" name="__sse6713590" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="padding: 5px 0 12px;">View more presentations from <a href="http://www.slideshare.net/amyjokim">Amy Kim</a>.</div>
<div style="padding: 5px 0 12px;"><strong>First lesson</strong>: Gamification is not about the game mechanics. It&#8217;s about the overall experience you give the audience.</div>
<div style="padding: 5px 0 12px;">&#8220;If you start off getting excited about game mechanics, you’re going to get stuck in a cul-de-sac,&#8221; Kim said.</div>
<div style="padding: 5px 0 12px;">Put another way, don&#8217;t start by thinking about leaderboards, progress bars, etc. You have to step way back from that and start with a higher level question:</div>
<div style="padding: 5px 0 12px;">&#8220;What is the journey that you want to take the player on?&#8221;</div>
<div style="padding: 5px 0 12px;">or:</div>
<div style="padding: 5px 0 12px;">&#8220;What is the core experience?&#8221;</div>
<div style="padding: 5px 0 12px;">Kim said: &#8220;Game techniques are not the core experience.&#8221;</div>
<div style="padding: 5px 0 12px;">Just to stay with that idea for a second: It may sound obvious, but when thinking about the game experience, the &#8220;audience&#8221; or the &#8220;user&#8221; becomes &#8220;the player.&#8221;</div>
<div style="padding: 5px 0 12px;"><strong>Lesson 2: </strong>&#8220;Game designers design experiences that unfold over time,&#8221; Kim said.</div>
<div style="padding: 5px 0 12px;">That&#8217;s a very different mindset than what you might typically bring to designing a Web site. For instance, when I arrive at a new Web site, all the features are generally there, available for me to try. The best designs make it intuitive for me a user to figure out what I&#8217;m supposed to do.</div>
<div style="padding: 5px 0 12px;">Now, imagine that you&#8217;ve developed the most exciting feature or service you&#8217;ve ever conceived. And then you decide: I&#8217;m going to make people have to work to get to use the very best feature. If you&#8217;re designing a typical Web site, that would be crazy. But this is exactly how the game design mindset is different: They will hold back the most exciting content and/or experiences to reward people for working through other more mundane tasks.</div>
<div style="padding: 5px 0 12px;"><strong>Lesson 3:</strong> Motivation is critical.</div>
<div style="padding: 5px 0 12px;">There are two categories of motivation: extrinsic and intrinsic. Extrinsic are external rewards such as points, leaderboards, badges, progress bars. These offer shorter-term motivation, but are not enough to propel a player to stick with a game for the longer term.</div>
<div style="padding: 5px 0 12px;">For that, you need to identify intrinsic motivations, such as a sense of belonging, mastery, fun, meaning.</div>
<div style="padding: 5px 0 12px;">&#8220;If you can create a feeling among players that they feel part of something larger than themselves, than that is a very strong intrinsic motivator,&#8221; Kim said.</div>
<div style="padding: 5px 0 12px;"><strong>Lesson 4:</strong> The journey.</div>
<div style="padding: 5px 0 12px;">Once you&#8217;ve thought about the experience, and the meaning, you&#8217;ve got to work through the stages of the journey that you want the player to experience.</div>
<div style="padding: 5px 0 12px;">As the player moves through each stage, they need to be given challenges that are just slightly above their kill level that strike a balance between challenging them and not letting them get too frustrated.</div>
<div style="padding: 5px 0 12px;">&#8220;Good games give players something to master,&#8221; Kim said. &#8220;The more you can define progress and mastery someone can attain, the better your game will be.&#8221;</div>
<div style="padding: 5px 0 12px;">&#8220;The game in itself needs to present progressively more difficult challenges to keep progressively more skilled people engaged,&#8221; Kim said. &#8220;That&#8217;s the backbone of game design.&#8221;</div>
<div style="padding: 5px 0 12px;"><strong>Lesson 5:</strong> Rewards and dynamics.</div>
<div style="padding: 5px 0 12px;">I&#8217;m going to summarize the next chunk very briefly. A game designer needs to think about things like the pace of the game, how quickly someone progresses. And how they get rewarded. Variable rewards, which are given out more randomly, are much more addictive than fixed rewards, which are given out at regular intervals.</div>
<div style="padding: 5px 0 12px;">This is when you also begin to think about the mechanics, which allow a player to visualize their progress. And the aesthetics, which help define  experience, which also help determine the emotions. Do you want the player to experience fun? Delight? Surprise? What are the sounds and visual elements?</div>
<div style="padding: 5px 0 12px;">&#8220;Emotion drives action and engagement,&#8221; Kim said. &#8220;A good game takes the player on an emotional journey over time.&#8221;</div>
<div style="padding: 5px 0 12px;"><strong>Lesson 6:</strong> Know the players and how they relate to each other.</div>
<div style="padding: 5px 0 12px;">The social interaction is critical. People want to know: Who am I playing with? How are we engaging? What are we engaging around?</div>
<div style="padding: 5px 0 12px;">But first, know your players. And design for the play style they&#8217;re going to want. (More on this in a follow-up post that breaks down the four main player types.) For now, ask: Who is playing? What is their style: competitive or collaborative? What problem are they trying to solve?</div>
<div style="padding: 5px 0 12px;">For instance: Foursquare gives players recognition for something they probably already do, like being a regular. It&#8217;s built around an existing motivation.</div>
<div style="padding: 5px 0 12px;"><strong>Lesson 7:</strong> The intersection between players&#8217; needs and business goals = &#8220;smart gamification.&#8221;</div>
<div style="padding: 5px 0 12px;">What are you business and reveneue goals? It used to be that designers and the business side worked separately. Now, every game designer needs to embrace the business. Kim said: If you build the business goals into the game, things will go much better, rather than trying to tack something on after the game experience has been created.</div>
</div>
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		<title>Notes from Gamification Summit Day 1: Wanda Meloni&#8217;s Slides</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/29/notes-from-gamification-summit-day-1-wanda-melonis-slides/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/29/notes-from-gamification-summit-day-1-wanda-melonis-slides/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 00:36:51 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Notes]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[gamify]]></category>
		<category><![CDATA[M2 Research]]></category>
		<category><![CDATA[wanda meloni]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=58</guid>
		<description><![CDATA[I didn&#8217;t get a chance to hear the presentation by Wanda Meloni of M2 Research. But she gave an overview of the Gamification industry, including vendors, spending, and a few interesting trends in her slides: Tbe gamification summit 2011 M2 Research presentation View more presentations from M2 Research.]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/29/notes-from-gamification-summit-day-1-wanda-melonis-slides/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>I didn&#8217;t get a chance to hear the presentation by <a href="http://twitter.com/#!/wandameloni">Wanda Meloni</a> of <a href="http://www.m2research.com/">M2 Research</a>. But she gave an overview of the Gamification industry, including vendors, spending, and <a href="http://www.slideshare.net/loyoyo/gamification-summit-2011-presentation-m2-research-final?goback=%2Egde_3674916_member_41733885">a few interesting trends in her slides</a>:</p>
<div id="__ss_6635388" style="width: 425px;"><strong><a title="Tbe gamification summit 2011                                M2 Research presentation" href="http://www.slideshare.net/loyoyo/gamification-summit-2011-presentation-m2-research-final">Tbe gamification summit 2011                                M2 Research presentation</a></strong><object id="__sse6635388" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamificationsummitpresentation-m2researchfinal-110120002120-phpapp02&amp;stripped_title=gamification-summit-2011-presentation-m2-research-final&amp;userName=loyoyo" /><param name="name" value="__sse6635388" /><param name="allowfullscreen" value="true" /><embed id="__sse6635388" type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamificationsummitpresentation-m2researchfinal-110120002120-phpapp02&amp;stripped_title=gamification-summit-2011-presentation-m2-research-final&amp;userName=loyoyo" name="__sse6635388" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="padding: 5px 0 12px;">View more <a href="http://www.slideshare.net/">presentations</a> from <a href="http://www.slideshare.net/loyoyo">M2 Research</a>.</div>
</div>
]]></content:encoded>
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		<title>Notes from Gamification Summit Day 1: Roundup</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/29/notes-from-gamification-summit-day-1-roundup/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/29/notes-from-gamification-summit-day-1-roundup/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 00:29:48 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Notes]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[gamify]]></category>
		<category><![CDATA[gsummit]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=56</guid>
		<description><![CDATA[I have a bunch of stray notes and quotes from the various panels of Day 1 of the Gamification Summit. In most cases, I&#8217;m not sure who said what. But the messages stuck with me, so I wanted to round up a few of the most important points I heard during the day. &#8212;&#8212;&#8212; One [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/29/notes-from-gamification-summit-day-1-roundup/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>I have a bunch of stray notes and quotes from the various panels of Day 1 of the <a href="http://www.gsummit.com">Gamification Summit.</a> In most cases, I&#8217;m not sure who said what. But the messages stuck with me, so I wanted to round up a few of the most important points I heard during the day.</p>
<p>&#8212;&#8212;&#8212;</p>
<p>One representative of a shopping company using game mechanics noted no one on the staff was really an expert on gaming. They were using badges, levels and points. But they launched without figuring out what the &#8220;elder game&#8221; was. That is, the core experience that would sustain players over the long haul. &#8220;That motivation is what will make a game durable.&#8221; What I heard over and over is that game design should start with thinking about the core experience, rather than looking at the tools and levers you can use.</p>
<p>&#8212;&#8212;&#8212;&#8212;-</p>
<p>On good gamification design: &#8220;If the first word that comes out of their mouths is, &#8216;Oh, this is a game,&#8217; then we haven’t done our job well.&#8221; Gamifying a site should be subtle, with users/players not necessarily knowing that they are entering a game.</p>
<p>&#8212;&#8212;&#8212;&#8212;-</p>
<p>&#8220;How do you optimize the user expectation?&#8221;</p>
<p>&#8220;You have to have some kind of community within your brand. You can use these techniques to turbo charge that community.&#8221;</p>
<p>&#8220;If you’re a content company today, you have to add community if you want to compete in the global marketplace. Gamification can be the social glue that brings this all together.&#8221;</p>
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		<title>Gamification Summit Day 1: Jane McGonigal</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/29/gamification-summit-day-1-jane-mcgonigal/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/29/gamification-summit-day-1-jane-mcgonigal/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 00:03:35 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Notes]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[gamify]]></category>
		<category><![CDATA[gsummit]]></category>
		<category><![CDATA[jane mcgonigal]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=50</guid>
		<description><![CDATA[I recently interviewed Jane McGonigal for my day job at the Mercury News. The subject was her new book, &#8220;Reality is Broken: Why Games Make Us Better and How They Can Change the World.&#8221; I just finished it myself, and can&#8217;t recommend it enough. In particular, the first one-third of the book breaks down the [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/29/gamification-summit-day-1-jane-mcgonigal/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>I <a href="http://www.mercurynews.com/business/ci_17197455">recently interviewed Jane McGonigal</a> for my day job at the <a href="http://www.mercurynews.com">Mercury News</a>. The subject was her new book, <a href="http://realityisbroken.org/">&#8220;Reality is Broken: Why Games Make Us Better and How They Can Change the World.&#8221;</a> I just finished it myself, and can&#8217;t recommend it enough. In particular, the first one-third of the book breaks down the elements of good game design in a way I found very instructive. I&#8217;m going to post my notes from that soon.</p>
<p>In the meantime, McGonigal gave the keynote at the <a href="http://www.gsummit.com">Gamification Summit</a>, and I wanted to share some of her additional thoughts. Mostly, these are some random quotes I found of interest:</p>
<p>&#8220;We become better versions of ourselves when we’re in games.&#8221;</p>
<p>Her definition of a game: &#8220;Games are unnecessary obstacles we volunteer to tackle.&#8221; She noted that definition doesn&#8217;t say anything about graphics or interactivity.</p>
<p>&#8220;We invest 3 billion hours weekly playing online games because we are not challenged enough in our real lives.&#8221;</p>
<p>&#8220;I don’t think this is about making games fun and easier for our users. I think games are about tackling things that are harder for us, for the fun of it.&#8221;</p>
<p>&#8220;Why are we spending so much time tackling unnecessary tasks?&#8221;</p>
<p>One answer: &#8220;People want to be connected to something larger than themselves. They want to do things that have meaning.&#8221;</p>
<p>(My note: I think news organizations are in the perfect position to design something that taps into our higher aspirations to help our neighbors and our communities).</p>
<p>&#8220;If you’re trying to gamfiy something, you should be looking to turn them into super empowered helpful users. That’s what we become when we play a good game.&#8221;</p>
<p>&#8220;People prefer cooperation games to competitive ones by 3 to 1. If you look at what’s happening in gaming, most people don&#8217;t want to compete. They want to work with their friends to achieve a common goal.&#8221;</p>
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		<title>Notes from Gamification Summit Day 1: Gabe Zichermann</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/28/notes-from-gamification-summit-day-1-gabe-zicherman/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/28/notes-from-gamification-summit-day-1-gabe-zicherman/#comments</comments>
		<pubDate>Fri, 28 Jan 2011 23:21:52 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Notes]]></category>
		<category><![CDATA[gabe zichermann]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[gamify]]></category>
		<category><![CDATA[gsummit]]></category>
		<category><![CDATA[player types]]></category>
		<category><![CDATA[summit]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=44</guid>
		<description><![CDATA[As I proceed with this project, I&#8217;m going to post notes periodically about things I&#8217;m learning. For experienced game designers, much of this will be old hat, of course. But I want to leave a bit of a trail for others new to these concepts to follow along, if they wish. I&#8217;m going to start [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/28/notes-from-gamification-summit-day-1-gabe-zicherman/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>As I proceed with this project, I&#8217;m going to post notes periodically about things I&#8217;m learning. For experienced game designers, much of this will be old hat, of course. But I want to leave a bit of a trail for others new to these concepts to follow along, if they wish.</p>
<p>I&#8217;m going to start with notes from the various sessions I attended last week at the <a href="http://www.gsummit.com">Gamification Summit</a>. The host was Gabe Zichermann, who opened the day with this definition of &#8220;gamification&#8221;:</p>
<blockquote><p>&#8220;Gamification is the process of using game thinking &amp; dynamics to engage audiences and solve problems.&#8221;</p></blockquote>
<p>For me, engagement has what has really attracted me to this concept. The engagement factor with well-designed games is off the charts. And yet typical news Web sites have struggled to be more than just a place where people read one story and then move on. Engagement can also drive loyalty, as Zichermann noted. And of course, a wide range of industries have had loyalty programs for decades. Frequent flyer programs being just one example.</p>
<p>Engagement is about more than just page views. It opens up new kinds of monetization. As Zichermann said, this is a secret that game designers understand: &#8220;The most engaged user pays more.&#8221;</p>
<p>But how to create that engagement? That&#8217;s a complex question. Zichermann said one of the key elements is understanding what kind of rewards you can offer, and how these are valued by &#8220;players.&#8221; Zichermann outlined the four major categories of rewards that players want in order using what he called the &#8220;SAPS&#8221; system:</p>
<ul>
<li>Status</li>
<li>Access</li>
<li>Power</li>
<li>Stuff</li>
</ul>
<p>Though maybe not the first step, this is a key area obviously for a news organization to think about deeply and creatively. There are a lot of things we could give users that have nothing to do with money or deals.</p>
<p>The other important theme that I&#8217;m hearing is how deeply social games are in general. &#8220;Throughout the whole arc of human history, games have been social,&#8221; Zichermann said.</p>
<p>Game designers break players down into four archetypes using something called: <a href="http://www.mud.co.uk/richard/hcds.htm">&#8220;Bartle&#8217;s Player Types&#8221;</a>:</p>
<ul>
<li>Killer</li>
<li>Achiever</li>
<li>Socializer</li>
<li>Explorer</li>
</ul>
<p><a href="http://www.mud.co.uk/richard/hcds.htm">Richard Bartle, a British researcher, defined these types as follows:</a></p>
<ol>
<li> Achievement within the game context: Players give themselves game-related goals, and vigorously set out to achieve them. This usually means accumulating and disposing of large quantities of high-value treasure, or cutting a swathe through hordes of mobiles (ie. monsters built in to the virtual world).</li>
<li>Exploration of the game: Players try to find out as much as they can about the virtual world. Although initially this means mapping its topology (ie. exploring the MUD&#8217;s breadth), later it advances to experimentation with its physics (ie. exploring the MUD&#8217;s depth).</li>
<li>Socialising with others: Players use the game&#8217;s communicative facilities, and apply the role-playing that these engender, as a context in which to converse (and otherwise interact) with their fellow players.</li>
<li>Imposition upon others (killers):Players use the tools provided by the game to cause distress to (or, in rare circumstances, to help) other players. Where permitted, this usually involves acquiring some weapon and applying it enthusiastically to the persona of another player in the game world.</li>
</ol>
<p>One of the keys to designing the game is to understand who your players are? That will help map out what their emotional motivations, and then what kind of rewards might or might not work best. Bartle notes that some players drift between different categories, but largely exist in one of them.</p>
<p>Finally, Zichermann noted that it was important to think broadly about the whole game experience that you want to create. People to take to just sticking badges or leaderboards or other random mechanics on their site are largely missing the point and the potential of gamification. It&#8217;s likely these slapdash efforts won&#8217;d deliver many dividends, and that will sour people on the concept in general.</p>
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		<title>Gamification Summit Links</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/22/gamification-summit-links/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/22/gamification-summit-links/#comments</comments>
		<pubDate>Sat, 22 Jan 2011 07:37:39 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=34</guid>
		<description><![CDATA[Gamification Workshop (Day 2) &#8211; Google Docs docs0.google.com Chris O&#8217;Brien says: Really great set of notes on day 2 of the Gamification Summit &#8211; contributed by @nitya. Gamification gets popular, but it’s still finding its feet &#124; VentureBeat venturebeat.com Chris O&#8217;Brien says: @deantak report from Day 1 of the Gamification Summit. #gsummit The ‘game mechanics’ [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/22/gamification-summit-links/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p><a href="http://p2.to/16PO">Gamification Workshop (Day 2) &#8211; Google Docs</a><br />
docs0.google.com<br />
<a href="http://www.publish2.com/journalists/chris-obrien">Chris O&#8217;Brien</a> says: Really great set of notes on day 2 of the Gamification Summit &#8211; contributed by @nitya.</p>
<p><a href="http://p2.to/16PN">Gamification gets popular, but it’s still finding its feet | VentureBeat</a><br />
venturebeat.com<br />
<a href="http://www.publish2.com/journalists/chris-obrien">Chris O&#8217;Brien</a> says: @deantak report from Day 1 of the Gamification Summit. #gsummit</p>
<p><a href="http://p2.to/16PM">The ‘game mechanics’ misnomer: Why gamifying the news is so challenging | Korr Values</a><br />
korrvalues.com<br />
<a href="http://www.publish2.com/journalists/chris-obrien">Chris O&#8217;Brien</a> says: Josh Korr clarifies terms in the world of gamification: &#8220;But I want to clarify something about the term “game mechanics,” which I think is being misused — or at least oversimplified — in the gamification discussion. Without understanding the term’s fuller context, there’s a risk of masking the challenges of gamifying the news.</p>
<p><a href="http://p2.to/16PS">Badgeville’s gamification rewards snare dozens of customers | VentureBeat</a><br />
venturebeat.com</p>
<p><a href="http://p2.to/16PR">Game guru Jane McGonigal says “gamification” should make tasks hard, not easy | VentureBeat</a><br />
venturebeat.com</p>
<p><a href="http://p2.to/16PQ">Bunchball helps Bravo “gamify” its Top Chef All-Stars TV show | VentureBeat</a><br />
venturebeat.com</p>
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		<title>Notes from Day 2 of Gamification Summit Workshop</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/22/notes-from-day-2-of-gamification-summit-workshop/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/22/notes-from-day-2-of-gamification-summit-workshop/#comments</comments>
		<pubDate>Sat, 22 Jan 2011 07:21:22 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=37</guid>
		<description><![CDATA[Notes taken by Nitya Narasimhan: Gamification Workshop Day 2]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/22/notes-from-day-2-of-gamification-summit-workshop/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>Notes taken by <a href="http://twitter.com/#!/nitya">Nitya Narasimhan</a>:</p>
<p><a title="View Gamification Workshop Day 2 on Scribd" href="http://www.scribd.com/doc/47350314/Gamification-Workshop-Day-2" style="margin: 12px auto 6px auto; font-family: Helvetica,Arial,Sans-serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: 14px; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none; display: block; text-decoration: underline;">Gamification Workshop Day 2</a> <object id="doc_711622716873503" name="doc_711622716873503" height="600" width="100%" type="application/x-shockwave-flash" data="http://d1.scribdassets.com/ScribdViewer.swf" style="outline:none;" ><param name="movie" value="http://d1.scribdassets.com/ScribdViewer.swf"><param name="wmode" value="opaque"><param name="bgcolor" value="#ffffff"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><param name="FlashVars" value="document_id=47350314&#038;access_key=key-1f36qqbirsygwv1xan5j&#038;page=1&#038;viewMode=list"><embed id="doc_711622716873503" name="doc_711622716873503" src="http://d1.scribdassets.com/ScribdViewer.swf?document_id=47350314&#038;access_key=key-1f36qqbirsygwv1xan5j&#038;page=1&#038;viewMode=list" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="600" width="100%" wmode="opaque" bgcolor="#ffffff"></embed></object>	</p>
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		<title>Amy Jo Kim slides from Gamification Summit Workshop</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/22/amy-jo-kim-slides-from-gamification-summit-workshop/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/22/amy-jo-kim-slides-from-gamification-summit-workshop/#comments</comments>
		<pubDate>Sat, 22 Jan 2011 06:42:32 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=32</guid>
		<description><![CDATA[On Friday, I returned to the Gamification Summit for Day 2, which was a workshop to provide more focused training and advice on how to develop a gamified service. The workshop was led by Amy Jo Kim, a noted game designer. I&#8217;ll post my notes from Day 1 and Day 2 over the weekend. But [...]]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/22/amy-jo-kim-slides-from-gamification-summit-workshop/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>On Friday, I returned to the Gamification Summit for Day 2, which was a workshop to provide more focused training and advice on how to develop a gamified service. The workshop was led by<a href="http://twitter.com/#!/amyjokim"> Amy Jo Kim</a>, a noted game designer. I&#8217;ll post my notes from Day 1 and Day 2 over the weekend. But for now, <a href="http://www.slideshare.net/amyjokim/gamification-workshop-2010">here are her slides from Friday morning</a>: </p>
<p>[slideshare id=5838005&#038;doc=workshop-ny-101119140421-phpapp01]</p>
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		<title>Numbers behind the growth of gamification</title>
		<link>http://newstopiaville.nextnewsroom.com/2011/01/21/numbers-behind-the-growth-of-gamification/</link>
		<comments>http://newstopiaville.nextnewsroom.com/2011/01/21/numbers-behind-the-growth-of-gamification/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 08:08:08 +0000</pubDate>
		<dc:creator>Chris O'Brien</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://newstopiaville.nextnewsroom.com/?p=28</guid>
		<description><![CDATA[The Gamification Summit on Thursday kicked off with a presentation by Wanda Meloni of M2 Research who tried to put some numbers to the growing use of game mechanics across the Web. Here&#8217;s her slides from the talk: Tbe gamification summit 2011 M2 Research presentation View more presentations from M2 Research.]]></description>
			<content:encoded><![CDATA[<iframe src="http://www.facebook.com/plugins/like.php?href=http://newstopiaville.nextnewsroom.com/2011/01/21/numbers-behind-the-growth-of-gamification/&amp;layout=standard&amp;show_faces=1&amp;width=&amp;action=like&amp;colorscheme=light&amp;font=" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:px; height:25px"></iframe><p>The Gamification Summit on Thursday kicked off with a presentation by Wanda Meloni of M2 Research who tried to put some numbers to the growing use of game mechanics across the Web.<a href="http://www.slideshare.net/loyoyo/gamification-summit-2011-presentation-m2-research-final"> Here&#8217;s her slides from the talk</a>: </p>
<div style="width:425px" id="__ss_6635388"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/loyoyo/gamification-summit-2011-presentation-m2-research-final" title="Tbe gamification summit 2011                                M2 Research presentation">Tbe gamification summit 2011                                M2 Research presentation</a></strong><object id="__sse6635388" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamificationsummitpresentation-m2researchfinal-110120002120-phpapp02&#038;stripped_title=gamification-summit-2011-presentation-m2-research-final&#038;userName=loyoyo" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse6635388" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gamificationsummitpresentation-m2researchfinal-110120002120-phpapp02&#038;stripped_title=gamification-summit-2011-presentation-m2-research-final&#038;userName=loyoyo" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="padding:5px 0 12px">View more <a href="http://www.slideshare.net/">presentations</a> from <a href="http://www.slideshare.net/loyoyo">M2 Research</a>.</div>
</div>
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