~/talk

Gamification and how Games are Occupying the World!

Talkat Pocket Gamer Connects Digital #2 · 2020-06-08..06-12· [game-development]
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A practical tour of gamification claims concrete tools and results: four motivators are status, access, power, tangible rewards; design leans on self‑determination theory and activity loops with badges and immediate feedback; education uses Quest to Learn style curricula and badges as credentials; health examples include Nike+ running feedback that turns exercise into goals and challenges; energy programs like Opower 2–4% savings and Recyclebank (2 million users) show modest real-world impact; Stockholm’s speed‑camera lottery cuts speeds ~22% in three days while China’s social‑credit system warns of ethical risks.

AI-written summary · about

  1. 0:00Intro
  2. 0:53Thank you
  3. 2:11Gamification Categories
  4. 2:47Motivation Spectrum
  5. 3:31Intrinsic
  6. 4:26How games are occupying the world
  7. 5:15Can they be good
  8. 5:41Disadvantages
  9. 6:17Labor
  10. 6:38Pearls vs Buy
  11. 7:17Examples of Gamification
  12. 8:11Recycle Bank
  13. 9:17Education Schools
  14. 10:59Government
  15. 11:30Social Credit System
  16. 12:35Happy Behaviorism
  17. 13:18Players
  18. 14:48Gamification in China
  19. 15:22Gamification in Education
  20. 16:32Gamification Concept
  21. 17:36What is Gamification
  22. 19:12Future of Gamification
  23. 20:32Learning Japanese
  24. 22:39Western mindset
  25. 23:55Creating better experiences
  26. 24:47Follow your passion
  27. 25:23Wrap up
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