In this holiday blog post we are going to follow up on our series on holistic gamification and our last post on the problems with competition and achievement in game design. To summarize, the argument was that competition through leaderboards and badge awards dominate today’s gamification sector and that, due to a lack of imagination and transfer of research into practice, these are a default design mode.
As we continue to explore the concept of holistic gamification, we eventually have to confront some sobering realities about technology. Technology enables but it also imprisons, and further, it gives rise to inorganic life.
In this post we are going to look at the rise of inorganic life and its frightening future as man and machine merge. Gamification is one way we might harness this shift for the good, for without conscious effort inorganic life could become something dreadful.
In this post we will explore the ways in which gamification increases social connectedness and enhances well-being through this activity. Aging 2.0 is a global innovation platform for aging and senior care, but its roots run much deeper than this sphere.
In this post we discuss “holistic” gamification, that is, the use of game mechanics to essentially make us self aware, foster emotional intelligence, promote positivity in working with others and help us see the connection of their work to the whole. This is high engagement. It is referred to as eudaimonia. Flourishing, in the workplace. It’s not impossible, it is within reach. Or at least to create conditions where that is possible.
In this review we have attempted to organize the voluminous data on how gamification affects neurochemistry and its outcomes in behavioural studies. It is clear that simple, engagement-based game systems do little, if anything to influence the outcome of training. Games which utilize variables we have discussed in this review are anticipated to show a higher rate of return on training and to further create a more cohesive and caring work environment.
In this edition we are going to introduce you to the research on video games and neuroscience to lay the ground for more substantive analysis of gamification. Given that game-based learning is a blend of game design and instructional design, it is only rational that we familiarize ourselves with both of these fields. We had some good conversations emerge from our last blog entry on DNP suppression, VS stimulation and dopaminergic drip models so we want to get you thinking about this more.