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Revision as of 21:18, 26 May 2013
Key elements:
intense research into to the language of design producing crowd-sourced platforms:
- Visually: what are the graphical elements and styles of the platforms and are there dominant features?
- Linguistics: what are the contents of the written and spoken language and how are they conveyed?
- How can we emphasize and exaggerate cynical features of current platforms by introducing more dominant elements of gamificaiton?
- How can we strengthen the notion of the community: possibility to introduce competing design-guilds, which you join and compete against other guilds. Strengthen the feeling of the game rather than the work. Loyalty to the guild: room for promotion
- How can we encourage the use and circulation of an alternative economy, with the goal of replacing the incoming flow of added monetary value. -> credit-point systems, 'in-game'-purchases, benefits of choosing a payout in platform-credits rather than a local-currency payout.
-> enhance your/your guilds visibility and reputation by investing earned credit points in visual-campaigns
-> Add skills to your character/profile by taking certain certified design-tests -> pay in credits (possibly owned by third-party-company)
-> Learn and expand skills by buying courses with credit-points: ex. one week of Lynda.com photoshop-course.
Gr8 website! Gr8 inspiration! Gr8 job guys! http://www.venturespirit.com/
The commercial implications of utilising enterprise gamification may include:
• Providing a more satisfying experience as compared with traditional modes of performing a task with the same or improved desired outcome.
• Potential for streamlining internal and external processes and procedures – identifying and eliminating business weaknesses.
• Establishing a solution that has buy-in from the broader team, potentially making implementation and integration easier.
• Promoting greater awareness of processes and procedures, spread organically via word of mouth due to the desire to compare one’s skills and (or) knowledge to that of others.
• Obtaining cheaper, faster and better business-orientated outcomes from any specific gamified process.
• Increasing employee satisfaction and loyalty, due to engagement and recognition – prompting better productivity and performance.
Learning from The Hunger Games
War reparations as annualised tribute game
Instead of invoking fees or other punishments the society established in
the popular series of novels, The Hunger Games, decided that an annual
fight to the death among the rebelling districts was a method to maintain
the balance of power. Although participants are usually selected through
a lottery system, some districts mandate training from birth and then the
best of these children volunteer to play the game.
Central to the game is its elaborate staging so that all members of the society
may view them and in some way symbolically participate. The ‘honour’ of
competing and desire to survive motivates the participants. The goals of the
game, maintaining peace, providing tributes to the victor of the war, and
reminding the districts not to make trouble, are all reinforced by playing
the game. Of course, The Hunger Games is a fictional scenario but the plot
does provide a great example of a deeply embedded and very sophisticated
example of gamification.
The Hunger Games rules:
1. Participants are chosen via lottery from all districts which rebelled against an existing alliance. Participants are aged between 12 and 18 years of age.
2. Participants are trained for a short period in order to reach a certain level of parody.
3. Participants then fight to the death in a symbolic tribute to the winning faction.
4. The entire populous is able to view the contest.
5. Participants may be sponsored by elite members of the society. Sponsorship takes the form of support during the game.
6. Cannon shots provide feedback to all remaining participants that a player has been terminated.
7. The winner is allowed to live, is showered in riches and deified.
May the odds be ever in your favor!
99designs promotion versions: 60, 30 and 15 secs! Can it be quicker?
INTERACTIVE WIKI WEB INSTALLATION ==> 99Designs in all its disguises
List of crowdsourcing-platforms from boardofinnovation.com:
Rooted out with this py-script: href-lister
Lasse:
http://sciencecommons.org
http://www.dellideastorm.com
http://mystarbucksidea.force.com
http://en.eyeka.com
http://greenchallenge.info
http://www.hypios.com
http://www.fiatmio.cc/en
http://www.cafepress.com
http://www.galaxyzoo.org
http://www.fundingcircle.com
http://www.onebillionminds.com
http://www.hyve-special.de/bmw/index1.php
http://www.imaginatik.com
http://www.ideabounty.com
http://www.ideaconnection.com
http://be.linkedin.com/in/nickdemey
http://en.wikipedia.org/wiki/Linux
http://www.mookum.com/en
http://pharmalicensing.com
http://www.ideaken.com
http://ibridgenetwork.org
http://www.humangrid.eu
http://www.dreamheels.com
http://12designer.com
http://www.venturespirit.com/documents/home.xml?lang=en
http://www.burdastyle.com
http://www.spreadshirt.de
Marlon:
http://en.wikipedia.org
http://www.yet2.com
http://www.bigideagroup.net
http://www.spudaroo.com
http://www.newsfutures.com
http://creativecommons.org/licenses/by-nc-nd/3.0
http://www.quirky.com/ge
http://www.spigit.com
http://www.kraftfoods.com/innovatewithkraft
http://www.leadvine.com
http://battleofconcepts.nl
http://www.edge-amsterdam.com
http://www.innovationexchange.com
https://www.facebook.com/boardofinnovation
http://en.guerra-creativa.com
http://ushahidi.com
http://answers.yahoo.com
http://www.ninesigma.com
http://www.mturk.com/mturk/welcome
http://be.linkedin.com/in/philippederidder
http://www.innocentive.com
http://www.artistshare.com
http://www.slideshare.net/boardofinnovation/presentations
http://www.quirky.com
http://bootb.com/en
http://www.redesignme.com
Mechanical Turking It
Syntax: type_url_number.extention, ex: button_eyeka.com_01.png
logo / testimonial / button / reference / symbol / text / extra / video
Essential fragments of prominent CS-platforms
Links:
http://www.forbes.com/sites/johnvillasenor/2012/12/31/online-games-and-crowdsourced-creativity-the-next-frontier-in-intellectual-property/ http://www.venturespirit.com/documents/resources/bot-the-movie.xml?lang=en