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Super Rewards for Super Kids - Hope for Henry
CCP Finds that a Little Technology is Game-Changing in Nigeria - Johns Hopkins Center for Communication Programs
Taxonomy of Narrative Choices by Clara F-V
CSGO Smurf Accounts
CSGOSmurfNation is the go-to destination for CSGO Smurf Accounts, offering a diverse range of options tailored to elevate your Counter-Strike: Global Offensive (CS:GO) gaming experience. Whether you're a seasoned player looking for a fresh challenge or a newcomer wanting to explore different aspects of the game, this platform has you covered. Smurf Accounts are carefully crafted to provide players with alternative gaming experiences, whether by exploring lower ranks or experimenting with different strategies. CSGOSmurfNation ensures the authenticity and security of all Smurf Accounts, allowing you to enjoy your gaming without worry.
The Power of Do-Overs: With Guests Jeff Ryan & Marissa Sharif | Charles Schwab
When you fail to reach a challenging goal, say, saving a certain amount of money each month or getting to the gym a certain number of times a week, it can be tempting to just give up on the plan entirely. But new research shows that building some flexibility into that plan can actually improve your chances of success. In this episode of Choiceology with Katy Milkman, we look at how mulligans, skip days, cheat meals, and get-out-of-jail free cards are important strategies for sticking to your long-term goals.
How to design an effective streak with behavioural science | LinkedIn
Archetypes of Gamification: Analysis of mHealth Apps
Eight archetypes of gamification emerged from the analysis of health-related mobile apps: (1) competition and collaboration, (2) pursuing self-set goals without rewards, (3) episodical compliance tracking, (4) inherent gamification for external goals, (5) internal rewards for self-set goals, (6) continuous assistance through positive reinforcement, (7) positive and negative reinforcement without rewards, and (8) progressive gamification for health professionals. The results indicate a close relationship between the identified archetypes and the actual health behavior that is being targeted.
Think Links Icebreakers by Emily Webber, Miro Online Whiteboard for Visual Collaboration
These quick lateral thinking icebreaker games will help participants flex their creative thinking muscles before jumping into your workshops. They are inspired by Edward de Bono's, now sadly no longer published, game Think Links. The de Bono methods are a means of breaking old patterns and creating new ones. They don't tell you what to think, but show you how to think for yourself, both creatively and inclusively. Learn more at debono.com This board was created and the cards lovingly drawn by Emily Webber @ewebber
Game Design For Public Services Report - PUBLIC
5 Tips for Smarter System Design, with Raph Koster - YouTube
0:00 Introduction 1:10 Principle 1: Identify the Objects 2:01 Principle 2: Identify the Numbers 3:04 Principle 3: Identify the Verbs 5:52 Principle 4: Set Bounds on Numbers 7:25 Principle 5: Build a Dashboard
The Metaverse: 101 — Mirror
Universal Hint System: Not your ordinary walkthrough. Just the hints you need.
From 10 to 25 – A game about adolescence
From 10 to 25 is a collaborative storytelling game about the period of life we call adolescence. Players take on the role of a young person making their way through adolescence. Players combine the experiences life has dealt them with relationships and resources available in their community to tell a story about growing up. The game builds understanding of what adolescence is and what young people need to thrive.
Putting into play – A meaning-maker’s techniques 1 (3) – KATARINA GYLLENBÄCK NARRATIVE CONSTRUCTION
Opinion | Your Friend Doesn’t Want the Vaccine. What Do You Say? - The New York Times
chatbot conversational “game“
New Brave World: The power, opportunities and potential of pop culture for social change in the UK – PopChange
The Rosetta Wheel: Towards a Shared Language and Framework for Game Design for Health Behaviour Change
5 tips for creating a CGM wellness journey - YouTube
Amy Jo Kim interviews Casey Means, cofounder of Levels
Playing Pong while waiting for the train
Christy Dena's Field Notes From Earth » ARG Design Charts
Christy Dena's Field Notes From Earth » Narrative Design Methods: The Journey Chart
The Journey Chart is an overview of the different elements of a project juxtaposed to show how they work together over the duration of the player/audience/reader experience. I’m sharing the Journey Chart Method because I’ve found it to be a nifty way to externalise, discover, inspire, unify, direct, and communicate the various elements of a project and how they are all connected.
Designing Achievements in Gamification Systems - Facebook Live Video
Kevin Wilson on Twitter: “So, since this is something I'm working on for a game tonight, let's talk (prolly for the 3rd or 4th time) about designing the underlying math for a game.“ / Twitter
The Use of Story and Emotions in Gamification | Interaction Design Foundation
Octalysis: Complete Gamification Framework - Yu-kai Chou
Level Design - In pursuit of better levels - Google Docs
Serious games – Humanitarian User Research | PAXsims
LudoNarraCon 2020
a digital festival celebrating narrative games
Safety Tools, My Experiences, and #iHunt's Method | Machine Age Productions on Patreon
Fortnite Is A Launch Pad For The Red Cross' Involvement in Esports -
Fitbit will supply health trackers to Singaporeans
ARTSEDGE: ARTSEDGE Games
The ARTSEDGE Role-Playing System is designed to teach students the process of creating a game, rather than focusing on game play. In this approach to the literary arts, students begin with an existing book or short story from the curriculum to create and present their own role-playing game (R.P.G.) using rules adapted from the Dungeons & Dragons 5th Edition Players Handbook. Educators use The ARTSEDGE Role-Playing System to guide students in groups of 3-6 through game ideation, world building, rule making, and game running, all based on the selected source material. Students are also encouraged to incorporate visual arts, music, and theatre into their presentations.
Effectiveness of Behaviorally Designed Gamification Interventions With Social Incentives for Increasing Physical Activity Among Overweight and Obese Adults Across the United States: The STEP UP Randomized Clinical Trial | Obesity | JAMA Internal Medicine
In this randomized clinical trial of 602 overweight and obese adults from 40 states across the United States, gamification interventions with support, collaboration, and competition significantly increased physical activity compared with the control group during the 24-week intervention. The competition arm had the greatest increase in physical activity from baseline during the intervention; during the 12-week follow-up, physical activity was lower in all arms, but remained significantly greater in the competition arm than in the control arm.
G4C19: Games for Change Festival - Complete Sessions - YouTube
JMH - Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games | Ferrari | JMIR Mental Health
Owain Service on Twitter: “Instead of the traditional free cup of coffee for every ten you buy, this coffee shop uses variable rewards and gamification. Much more exciting. https://t.co/FqRBcddzci“ / Twitter
Resources for Building Puzzles — Breakout EDU
Amazon turned boring warehouse work into a game - The Washington Post
Improving Health Care by Gamifying It
A central challenge for all health-related gamification programs is engaging participation, particularly among high-risk patients. Several design elements commonly found within gamified health and wellness programs could be made more engaging by incorporating behavioral insights.
Build a better product with the Social Action Matrix (2019) - YouTube - Amy Jo Kim
Similar to Bartle's Player Type matrix - defines the actions that players/users can do: Compete, Express, Collaborate, Explore