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Gamification for social change







"We got to the point where we can safely say that games are the new norm for millions of users ." - Al Gore

New "cultural movement" is gaining strength in social media - the so called "gamification"

This term denotes the use of game elements and practices (points, badges, passing levels, leaderboards, etc) in non-gaming context. Even if you've never heard about it in your whole life, it does not mean that you have not used platforms built on the very same principle (Linkedin, Foursquare, SamsungNation, etc).

Gamification can be used both within an organization (aiming motivation and better performance of a certain job) and as a method of communication with external clients and customers.

An example of the first type is a platform that was created in the UK Department for Work and Pensions (DWP)- "Ideas Street." Through the platform the staff was  able to offer change and innovation in the work of the institution. The ideas provided were rated by the rest of the employees and reaching a certain level of support were implemented. Through innovation were saved $ 41 million.
Platform of the second type is http://www.practicallygreen.com/. The system's creator Susan Stevens started from the idea of how the online user activity in social media and browser games can be replicated in the real world and lead to social change. Putting certain goals and engaging in online community, which shares the same goals, proved to be an effective way to change the behavior of the participants. Her study shows that the more the users know each other, or at least live in the same neighborhood, the bigger the positive change in the real world is.

Here you can watch a TED presentation about gamification.


Last Updated (Friday, 09 November 2012 12:38)

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