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Smart Gamification: Seven Core Concepts for Creating Compelling Experiences | Amy Jo KIM

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Smart GamificationGames are infiltrating every aspect of daily life – and everyone’s now a gamer, in one form or another. Early-on “gamification” involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that’s not what makes games truly compelling. Good games take players on a journey, giving them something to learn, master and share. Gamification 2.0 is about creating game-like digital services that shape real-world behavior and deliver deep value to players, — using a blend of intrinsic and extrinsic motivations. In this talk, we’ll do a teardown of the biggest and most influential social gaming services, and distill those lessons into these Seven Core Concepts for Smart Gamification.

1. Know who’s playing – design for their social style

2. Build Positive Emotions (PERMA) into your core activity loop

3. Build a system that’s easy to learn and hard to master

4. Design for Onboarding (Tutorial), Habit-Building (Grind), and Mastery (Elder Game)

5. Use Progress Mechanics to “light the way” towards learning and mastery

6. As players progress, unlock greater challenges and complexity

7. Deliver intrinsic motivations like Power, Autonomy and Belonging

 

Delivered at Casual Connect Seattle, July 2011.

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Amy Jo Kim, Ph.D. is a social game designer who’s worked on Rock Band, The Sims, eBay, Netflix, Ultima Online, Lumosity, MetroGirl, family.com and there.com. Amy Jo is adjunct professor of Game Design at USC’s Digital Media school, recently named top US-based game design school. She’s also the author of Community Building on the Web (2000), a design handbook for digital communities that’s used worldwide at game studios & universities.[Email Amy]

 

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Metagaming: The Gamification of Life. Exploring Game Mechanics Outside of Games | Gabe Zichermann, Amy Jo Kim, Keith Smith, Tim Chang

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Metagaming: The Gamification of Life. Exploring Game Mechanics Outside of Games How do we take games to the next level? Metagames. Beyond just being a farmer or a waitress in a fantasy world, gaming concepts applied to existing products and life experiences predictably drive loyalty and virality. Come learn about how companies ranging from airlines to grocery stores to online real estate moguls have implemented metagaming to drive revenue and growth. Delivered at Casual Connect Seattle, July 2010

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Gabe ZICHERMANNGabe ZICHERMANN (email) Gabe Zichermann is an author, highly rated public speaker and serial entrepreneur. His most recent book, Game-Based Marketing (Wiley, 4/2010) has achieved critical and industry acclaim for its detailed look at innovators who blend the power of games with brand strategy. Zichermann blogs at http://funwareblog.com and is the founder/CEO of beamME, an iPhone software startup revolutionizing business social networking. A resident of NYC, Gabe is a board member of StartOut.org, advisor to a number of startups and Facilitator for the NYC chapter of the Founder Institute.

Amy Jo KIMAmy Jo KIM (email) Amy Jo Kim, Ph.D, is an internationally-recognized designer of social games and communities. Currently she`s CEO of Shufflebrain, a studio developing next-generation braingames, including Photograb (http://apps.facebook.com/photograb). Past projects include Rock Band, The Sims, eBay, Ultima Online, Gaia Online, There.com, Family.com, and MetroGirl. She`s the author of Community Building on the Web, a social design handbook available in 7 languages (English, Spanish, German, Italian, Japanese, Korean, and Chinese) that`s required reading in game design studios and universities worldwide. She holds a PhD in Behavioral Neuroscience from the University of Washington, and a BS in Experimental Psych from UC San Diego. She`s also an adjunct professor in the USC Film School, where she teaches Multiplayer Game Design.

Keith SMITHKeith SMITH (email) Co-Founder and CEO of BigDoor which is bringing game-like mechanics to the digital world.

Tim CHANGTim CHANG (email) Tim brings a combination of operational, technical and international business experience to Norwest Venture Partners. Tim focuses on investments in wireless and digital media as well as business development initiatives in Asia-Pacific. Tim led NVP`s investments in and joined the boards of directors of 3Jam, Brite Semiconductor, Lumos Labs and ngmoco. Tim also led NVP`s investment in PCH International, a turnkey global supply chain services firm based in Shenzhen. Tim works with the boards of deCarta, Double Fusion and Veveo.

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Wellness Gaming: Games that are Good for You | Kunal Sarkar, Ted Spooner, Michael Cole, Colin Garvey, Amy Jo Kim, Alvaro Fernandez

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Wellness Gaming: Games that are Good for You Slides/Audio (106 MB)With the overwhelming success of Wii Fit, Brain Age and dozens of other programs that help deliver mental and/ or physical exercise using fun’ methods, a vital new gaming category is emerging. Hey, come to think of it, is Wii Fit a game, or a fitness experience? Will “games” ever become part of a recommended medical treatment program? What specific healthy outcomes may games contribute to, and how can they be measured so that distribution partners such as insurance companies and health systems find them credible? Last but not least, what are some emerging business models to make money making games that are good for you?

Delivered at Casual Connect Seattle, July 2009

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Kunal SARKARKunal SARKAR (email) Kunal is the CEO and Co-founder of Lumos Labs. Lumos is the creators of lumosity.com, the leading online platform for learning and cognitive training games. Prior to founding Lumos, Kunal was Co-founder and Vice-President of the AIM Private equity Fund, which manages over $300MM in capital. Prior to AIM, Kunal was Vice President at McCown De Leeuw and Co., a $1.2 bil private equity fund making growth equity investments. Prior to MDC, he worked in the Strategic Planning and Development group at the Walt Disney Company. Kunal graduated magna cum laude from Princeton University with a B.A. in Economics.

Ted SPOONERTed SPOONER (email) As founder and CEO of Respondesign Ted led the creation of the fitness gaming genre with launch title, Yourself!Fitness for Xbox, Playstation and PC. Ted led the execution of editorial focused PR strategy for the launch of fitness gaming that drove mainstream media coverage world-wide. Time, Newsweek, New York Times, LA Times, Chicago Sun-Times, Wired Magazine, Good Morning America, NBCs Today Show and dozens of other national and international media outlets, video gaming magazines, health and fitness publications lauded this product as stunningly innovative. Respondesign`s Fitness Engine technology is licensed to multiple developers and publishers including Ubisoft whose 2008 fitness title `My Fitness Coach` has sold over 1.1 million units in less than 30 weeks in Global release.

Michael COLEMichael COLE (email) Mr. Cole is an experienced executive with a strong background in strategic business development. He is the founder and CEO of Fit Brains, the premier brain fitness destination, with the largest collection of top-quality casual brain games, progress tracking, awards and community features. Mr. Cole has more than 12 years of experience launching innovative consumer companies in the US, Europe and Japan. In the last seven years, he has become a leading expert in the brain fitness and healthy game market. Mr. Cole received his MBA from EM Lyon in France and his BA from SFU in Vancouver, Canada.

Colin GARVEYColin GARVEY (email) As the Director of Business Development at CogniFit, Colin Garvey is focused on creating & managing reseller partnerships for CogniFit`s suite of award-winning, research-based brain fitness software and driving products. Mr. Garvey has over 13 years of experience in business development, product management, and marketing. Prior to joining CogniFit, Colin held management positions at technology companies such as Akamai, Attachmate, and Loudeye. Mr. Garvey`s education includes a BBA from the University Of Wisconsin-Madison and an MBA from Seattle University.

Amy Jo KIMAmy Jo KIM (email) Amy Jo Kim, Ph.D, is an internationally-recognized designer of social games and communities. Currently she`s CEO of Shufflebrain, a studio developing next-generation braingames, including Photograb (http://apps.facebook.com/photograb). Past projects include Rock Band, The Sims, eBay, Ultima Online, Gaia Online, There.com, Family.com, and MetroGirl. She`s the author of Community Building on the Web, a social design handbook available in 7 languages (English, Spanish, German, Italian, Japanese, Korean, and Chinese) that`s required reading in game design studios and universities worldwide. She holds a PhD in Behavioral Neuroscience from the University of Washington, and a BS in Experimental Psych from UC San Diego. She`s also an adjunct professor in the USC Film School, where she teaches Multiplayer Game Design.

Alvaro FERNANDEZAlvaro FERNANDEZ (email) Alvaro Fernandez is co-founder and CEO of SharpBrains, a leading market research firm responsible for The State of the Brain Fitness Software Market 2009 report, covering the market and research for cognitive assessments, training, and games. A member of the World Economic Forum`s Global Agenda Councils, he has been quoted in The New York Times, The Wall Street Journal, CNN, and recently co-authored the book The SharpBrains Guide to Brain Fitness: 18 Interviews with Scientists, Practical Advice, and Product Reviews, to Stay Sharp. Alvaro received masters` degrees in education and business from Stanford University, and teaches at UC-Berkeley Osher Lifelong Learning Institute.

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