EP59: Gamification Revolution - Livecube

August 23, 2015

Livecube: Building the World's Most Engaging Event App

Originally published on May 16, 2014

On April 1st, no less, Gabe talked to Livecube's co-founder and CEO Aaron Price (@APstartup) about Livecube, the app that engages audiences at events. Livecube gives people a better way to participate in conversations around online and off-line events by gamifying these interactions.

Watch the full webinar below to learn how Livecube is a great way for people to engage with the speakers and other attendees through social media:
  • Just using Twitter and hashtags is not enough to create successful conversation at and about the event. In fact, hashtags is one of the most misunderstood concepts for social media users. Livecube pre-populates the necessary event hashtags and Twitter handles to reduce confusion and avoid social media mayhem;
  • Livecube helps users filter out 'noise' from social media conversations that would otherwise distract attendees, like the newest scandalous tweets in their feed, by providing an environment that amplifies users' social dialogue, but keeps them focused on the event they are attending;
  • Very importantly, Livecube engages attendees by offering rewards for participating in the conversation - the most talkative users and sharers of content can be awarded real or virtual prizes.
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EP71: Gamification Revolution - Juliana Ruhfus

August 23, 2015

Gamifying Investigative Documentary with Juliana Ruhfus

Originally published on November 4, 2014

Last time, we featured chief reporter on People and Power from Al Jazeera English, Juliana Ruhfus in discussing the current affairs program’s interactive documentary, Pirate Fishing. Blending investigative journalism practices with gamification mechanics, the interactive tool introduces users about the multi-million dollar illegal fishing trade affecting West Africa’s poorest people.

Watch the full interview below to learn about:

  • What was the scope of the investigation conducted by Juliana and how close does the interactive documentary mirror it?
  • How did Juliana pitched the concept to Al Jazeera executives?
  • How was the concept received by audience members and in the education field?
  • What was Juliana’s involvement in the design process and inclusion of mechanics.
  • The balancing act between storyteller’s control of narrative and user’s freedom of choice.
  • What were Juliana favorite examples within the documentary medium?
  • What future iterations does Juliana and her team have in store for future projects.
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EP70: Gamification Revolution - Bron Stuckey

August 23, 2015

Gamification in Education with Bron Stuckey

Originally published on October 13, 2014

Last time, we featured Innovative Educational Ideas(IEI) director, Bron Stuckey in discussing about the current perceptions of gamification and the growing number of recent gamification initiatives by educators in the education space.

Watch the full interview below to learn about:

  • What are the two underlyings view of using of gamification in education?
  • Are there tensions between gamification and game based learning?
  • How gamification could serve as a tool to reimagine current practices and go beyond superficial changes.
  • Does the uncertain nature of gamification discourage educators from trying to explore and use it?
  • Recommendations for educators who just started out applying gamification
  • What does commercial success of tools such as Minecraft entail for gamification in education?
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EP69 Gamification Revolution - Elisa Mekler

August 23, 2015

Conducting Gamification Research with Elisa Mekler

Originally published on October 2, 2014

We last featured PhD student Elisa Mekler from the Center of Cognitive Psychology and Methodology at the University of Basel to discuss her 2013 research paper on whether gamification elements such as points, levels and leaderboards undermine user’s intrinsic motivation. The results garnered from the study was profoundly surprising as empirical evidence supporting the hypothesis was lacking prior to the research.

Watch the full interview below to learn about:

  • How was the study constructed and designed to examine each mechanism?
  • What were the surprising results generated from the study? Were there outliers?
  • Has there been controversy or surprise generated in academic circle due to the results?
  • How was the process of getting gamification research approved and funded?
  • What are the next steps and opportunities in deepening further gamification research?
  • What ways could gamification industry practitioners help to boost future research?
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EP68: Gamification Revolution - Thomas Hsu and Steve Kaukonen

August 23, 2015

Encouraging Employee Social Collaboration with Accenture

Originally published on September 18, 2014

Last time, we featured Accenture Social Collaboration and Gamification, Thomas Hsu and Senior manager, Steve Kaukonen in discussing how Accenture improved employee effectiveness with the company’s gamified enterprise social collaboration platform while employing gamification principles.

Watch the full interview below to learn about:

  • How the platform has evolved and expanded into a global initiative since its first inception in 2007
  • The methodology in structuring baseline metrics and identifying user type behaviors
  • How the team used historical data and metrics to iterate and balance tool’s usage
  • What technology resources and human resources were needed to launch the program
  • Perceived expectations and realities of implementing a gamified program within a large organization
  • Unique findings of the adoption process across different levels of geography, function and employee level
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