Author Archives: Shane Fumagall
Author Archives: Shane Fumagall
Rebekah Russell-Bennett came to the University of Brighton on the 13th of December to discuss how gamification can be used to effectively change behaviour in gamification. Her project was a 6.5 million dollar project, working with the Australian Government to try and reduce people’s electricity usage. This falls under the category of social gamification, i.e. […]
Continue readingGamification+ hosted a meetup on the 9th of November on gamified apps, tools and software. The event was very successful due to our amazing audience and speakers. This is a summary of what happened at the event as well as the videos that we recorded of every presentation: The speakers had 5-10 minutes to talk […]
Continue reading​Today I got the chance to play PewDiePie’s Tuber Simulator.Who is PewDiePie? Since 15 August 2013, PewDiePie’s channel has been the most subscribed user on YouTube, being surpassed briefly in November and December 2013 by YouTube’s Spotlight channel. Holding the position since 22 December 2013. The channel has reached over 47 million subscribers as of August […]
Continue readingMost of the time when I discuss gamification to new people interested in the industry, the easiest and most common examples of gamification can be seen in a non-tangible setting. Gamified CRMs, dashboards or simply points, badges and leaderboards can be easy to describe and imagine. Indeed, gamification add-ons are perhaps the most widely used […]
Continue readingSince it has been nearly a year, I felt like now is a good time to reflect on my year working with Gamification+. First, the educational. For those unaware, Pete was my lecturer in the University of Brighton. It’s not unfair to say that Pete has taught me all I know about gamification. However, this […]
Continue readingThe third gamification twitter hour, using the #gamificationhour happened on the 28/06/2016. It was created to debate the size of the gamification market. In this twitter hour we introduced statistics that showed the size of the gamification market. However, many figures in relation to the size of the market were outdated by up to five […]
Continue readingThe Offical Gamification World Congress 2016 – Madrid OverviewGWC is the biggest conference regarding digital engagement where art, technology and games get mixed together to redesign the way we do business and society. The best international speakers and companies from all around the world bring to GWC the latest methodologies, projects and trends to boost […]
Continue readingGamification does wonders for engagement around the world. It helps demotivated employees find the motivation that they need in a negative environment to help them be more productive. In a form of a positive feedback loop, employees are satisfied with their new found success and productivity that they continue to work happily ever after. What […]
Continue readingOn-boarding is an integral part of the gamification process, and is the first step in what makes games fun. If you didn’t teach your players how to play, then you wouldn’t be able to expect them to get to the end game content. This is true for all successful games. I am certain that you […]
Continue readingThe second gamification twitter hour on #definegamification happened on the 26/04/2016. It was created to debate how the future of gamification will be defined, or if its current definition is sufficient. Below are some of the highlights. Look here for more details on how GamFed defines gamification: http://gamfed.com/gamification-definition/ More info about the event: http://gamfed.com/event/defining-gamification-twitter-hour/ The event was […]
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