What is the course about?
Games have become the new normal. The gaming industry is already more powerful than any other form of entertainment like music or movies. An average young person will spend more than 10,000 hours gaming by the age of 21 - about the amount of time that it takes us to master any kind of skill and yet, there's a huge engagement crisis in many other areas.
70% of US full-time employees are not motivated by what they are doing, but World of Warcraft players can spend up to 17,000 hours online. In 2014, competitive eSports tournaments gathered more than $30 million in prizes and it keeps on increasing. Meanwhile, kids now spend way more time engaged to video games than they do with books, with an average attention span that is now less than 10 seconds and decreases every year...
It seems like only games are truly understanding how human motivation really works. But how is that possible? Why are we that glued to games? Can we design those kind of gameful experiences in non-game contexts to make them more engaging?
And the most important question: How to do it?
What will you learn?
In this course you'll learn the basics of Gamification with a highly practical approach. We'll focus on how to design gamified experiences in real life and students will be able to gain knowledge in areas such as: game design, psychology, management or education.
Our main goal will be to understand and master the principles of Gamification to design experiences that make things more fun and engaging.
Who should take this course?
Do you want your team to perform better? Are you looking for ways to fully engage happy customers? Do you want to see kids learning while playing? Or are you just looking forward to seeing a better world?
Gamification can be used in many areas and almost any task can be fun and engaging. This course could be great for many different interest groups, including: teachers, educators, managers, C-level executives, health and fitness professionals, psychologists or researchers. So...
Whether you ever asked yourself one of these questions or you just want to know how to make things more fun and engaging, this course is for you!
Do I need prior knowledge?
This course goes from a basic level to an advanced one so all you need to bring in the class is a playful attitude!
Anyway, having some prior knowledge is always great, so if you already want to start this epic adventure, here are 3 ways you can do so:
- If you are more the reading type of person: http://www.epicwinblog.net/2013/05/best-gamification-books-where-to-start.html
- If you’d rather watch some videos: http://www.epicwinblog.net/p/epic-win-videos.html
- And if you don't like those options, well, there’s always a way. Go and start playing games or try out some gamified experiences!
How will I be assessed?
This course will feature creative assignments where we’ll try to help you learn by doing. Every week, a space within the forum will be opened for you to upload the task and peer to peer reviews.
It is not mandatory to complete these assignments in order to achieve any of the course's certificates but it is truly recommendable if you want to learn how to create and design real life gamification.
This course will feature weekly videos and creative assignments, so you’ll have to spend around 3-4 hours per week to keep up. If you want to learn even more, we’ll provide you with reading references and plenty of insightful videos, blogs and resources. In a way, the workload is actually up to you.
Week 1 (21/04/2015) Introduction to Gamification
Week 2 (28/04/2015) Setting up the Scene
Week 3 (05/05/2015) Fun & User Experience
Week 4 (12/05/2015) Engagement & Aesthetics
Week 5 (19/05/2015) Gamification Mechanics: Basic Level
Week 6 (26/05/2015) Gamification Mechanics: Advanced Level
Week 7 (02/06/2015) Gamification Mechanics: Expert Level
Week 8 (09/06/2015) Flow, Feedback, Balance & Pacing
Week 9 (16/06/2015) Storytelling in Games & Gamification
Week 10 (23/06/2015) Gamification Projects: Team, Budgets & More!
Entrepreneur, associate professor at IEBS School, experience designer, speaker, game master & storyteller at Dummymedia's educational studios.
His goal in life is to show people how to make his lives more epic and meaningful. How to fall in love (welcome back, childhood) with play, games, curiosity and learning.
He believes in gamification as a tool for empowerment (and not only engagement) achievable and understandable by everyone, as a design methodology that balances performance, fun and meaning in our jobs, lives, products and services.
People, thoughts, actions and emotions (not technology) are mandatory in this process.
Isidro has written several articles on games for education and self development, he usually talks about playful design and other related topics at conferences like the Virtual Worldwide eLearning Congress or the Fun and Serious game Festival and he is one of the coordinators of the Gamification Spain MeetUp, one of the biggest forums for gamification professionals in his country.
He looks for shiny happy people with epic lives... Interested? He post his thoughts at...
Enjoy the game!
Game Designer at Yump.com, Co-Founder of GSM labs, Associate Master Professor at IEBSchool, General Coordinator of Gamification Spain Meetups (GSM), Course Instructor at Foxize and Author of epicwinblog.net
Victor Manrique holds a Bachelor's Degree in Business & Law from the University of Zaragoza. He is one of the Co-Founders of GSM labs, a spanish based game thinking studio and teaches gamification at the IEBSchool's Master Degrees. Victor is one of the organisers of Gamification Spain Meetups, a community-oriented event that takes place all over Spain every 3 months. Victor is ranked among the best gamification experts worldwide according to leaderboarded.com. You can find him playing TF2, Dota 2, VainGlory, or here:
Yu-kai Chou is a Pioneer and International Keynote Speaker on Gamification, and the Original Creator of The Complete Gamification Framework: Octalysis. He is the President of The Octalysis Group and has been a regular speaker/lecturer on Gamification Worldwide, including at organizations like Stanford University, Accenture, Tedx, SxSW, Gamified India, Huawei, the Innovation Center in Denmark, Kingdom of Bahrain, and many more.
Yu-kai was one of the earliest pioneers in Gamifcation, starting his work in the industry in 2003 and in 2013 and 2014 was rated the #1 Gamification Guru by the World Gamification Congress as well as UK-Based organization Rise (not to say that he is actually the best at anything, but something nice to have on a Bio). He has helped a variety of companies, from seed stage startups to Fortune 500 companies such as eBay, HP, Cisco, Wells Fargo, and more.
Previously, Yu-kai was the Co-Founder and CEO of RewardMe, a digital loyalty platform that gamified offline commerce that was rated by AlwaysOn as one of the Top 10 Private Companies to Watch. RewardMe also won Best Commercial App at the first location-based service awards “The Locals.”
Prior to RewardMe, Yu-kai founded a variety of startups, including FDCareer (rated on Mashable as one of the Top 10 Social Networks for Gen-Ys) and Viralogy, a Social Media Rank much like Klout today.
Yu-kai is a Board Director for the California Student Sustainability Coalition, and was elected a Top 50 Young Leaders of California to attend Arnold Schwarzenegger’s Governor Global Climate Summit along with the leaders of each nation. He is also a Board Advisor for many organizations and companies through out North America, Europe, and Asia, including Morf Media, BALANCE Edutainment (creators of Pacha’s Pajamas), Loki Studios (creators of Geomon and sold to a large technology company), Powzy (mobile game monetization platform) and RedCarpet (Offline Loyalty Platform in India), Plug.DJ, Lucky Diem, and many more.
Yu-kai is a follower of Christ, and his other hobbies include playing/teaching chess, writing/playing string quartet pieces, writing Chinese novels, rating high quality movies, though he rarely has time for these hobbies.
MARIO HERGER, PhD, is CEO, founder and partner of Enterprise Gamification Consultancy LLC, a strategic consulting group focused on gamification, innovation, social business, and intrapreneurship in the enterprise. He had been Senior Innovation Strategist at SAP Labs in Palo Alto, California and Global Head of the Gamification Initiative at SAP where he had worked for 15 years. In 2013 he also co-founded and leads the Innovation Center Europe Silicon Valley (ICESV) that connects European startups and companies with the Silicon Valley.
In his work as head of the Gamification Initiative at SAP he has encountered and supported gamification efforts in the enterprise from multiple levels and departments, like Sustainability, On Demand, Mobile, HR, Training & Education, Banking etc. He has driven the awareness around gamification by organizing and leading innovation events around this topic, holding dozens of one- or two-day gamification workshops, working with gamification platform- & service-providers and game studios, consulting and advising organizations, and by incorporating gamification into corporate strategies.
He regularly speaks at and co-organizes conferences on gamification, innovation, creativity, and entre- and intrapreneurship. His large network in the gamification and innovation space allows him to pull in experts from every corner of the world into projects.
He has a Ph.D. in Chemical Engineering from the Vienna University of Technology and an undergraduate degree in International Business Management from the Vienna University of Economy.
He is the author of the following books
- Enterprise Gamification - Engaging people by letting them have fun
- Gamification in Human Resources
- Gamification in Banking & Financials
- Gamification in Community & Innovation Management
- Gamification in Sales & Support
- Gamification in Healthcare & Fitness
- Gamification @ Work: Designing Engaging Business Software (co-author with my great friend and UX-expert Janaki Kumar).
A web developer since 2000, I now manage the Intranet for around 9000 Capgemini UK employees as part of the web team.
Since 2010 I have been writing about all things gamification. This has lead to advising several small companies, self published a book on the subject and given several international talks about it. Now happy to be considered an SME within Capgemini. Gamification has become as much of a passion of mine as games have been all my life. The potential to improve almost any warp of life using the lessons we can learn from games and psychology is truly exciting.
Roman is founder & CEO of Engaginglab and RACKSOCIAL. He is also Partner at Enterprise Gamification Consultancy.
Starting his journey with Engaginglab 2009 he is already one of the seniors of the Gamification industry and Germany's Gamification evangelist.
"For me, Gamification is much more related with psychology than with technology. It is alarming that most people still ignore that.
I really believe that while engineering has been the 'secret power' of an industrialised society, Gamification has the potential to become the 'secret power' of the knowledge society. Engineering meets Enjoyneering."
Dr. Oscar García Pañella holds a B.Sc. degree in Telecommunications, besides a M.Sc. and Ph. D degrees in Electronic Engineering, respectively, in 1995, 1998 and 2004, from La Salle School of Engineering in Ramon Llull University, Barcelona, Spain. His main Ph. D topic was an automatic simulation of deformable objects applied to Telemedicine, partially granted by the EPSON Ibérica's "Rosina Ribalta prize" for the best pre-doctoral project (1999).
He's enjoyed several stages abroad, like at the IMSC (Integrated Media Systems Center, University of Southern California - USC, Los Angeles, California, USA, 1998), at the VIS Lab (The Henry Samueli School of Engineering, University of California at Irvine - UCI, 2005) and at the Entertainment Technology Center (Carnegie Mellon University - CMU, 2008-2009). In these, he has worked on the implementation and design of Applied Games and Interactive Installations intended to solve several simulator-related challenges and learning opportunities from the “experiential multimedia” and “learning-by-doing” views.
Oscar directs the Videogame Degree at ENTI-UB Barcelona besides the online the Gamification & Transmedia Storytelling Master Program for the IEBSchool. He also teaches several courses such as Game Design, Gamification, Interactive Design, Programming, Videogame History and Algebra within several additional universities (ERAM, UOC, Blanquerna-URL, etc.).
In addition to that, Oscar works as a senior Gamification consultant for Cookie Box, as a way to bring the fields of Transmedia and Dramanagement to the Human Resources Departments. He also operates the ProMultimedia Association which is currently composed of the 7 major universities providing with Multimedia-related & Videogame studies in the country, besides directing the NextGen local Initiative within the TEA Association while belonging to its international board. Oscar is one of the PI’s in the GameWise Leonardo Research Project funded by the EU (2012-2014).
Director of Master in Multimedia Creation and Serious Games (MCDEM) at La Salle-Universitat Ramon Llull, Barcelona, Spain.
I am a teacher of of Art, Design and Creativity at the same master, and I teach Design as part of the Design and Usability course.
I am part of the reseach team of HCI, at the gamification section.
Consultant, teacher and developer of creative thinking, with a special approach to Innovation, Multimedia, Transmedia, Gamification, Serious Games, interaction design, and Videogames, applied to any necessity of creative or services industry.
Skills to join the talent of students with the necessities of industry, to form and lead work teams and develop products and services from a creative approach.
Currently Dr. Flavio Escribano is the researcher manager in GeCon.es (Fundación Iberoamericana del Conocimiento) in the field of Gamification and Technology.
He also founded ARSGAMES in 2006, a collective research group whose focus is again on Games Studies and Game Art research. He currently is professor and invited speaker in different University Masters' degrees, Seminars and Workshops (European University of Madrid, Universidad Internacional de Andalucía, Universitat Oberta de Catalunya, Universidad Complutense de Madrid...). His research interests span videogames, education and training, social inclusion, art and creativity. He collaborates with numerous companies, institutions and research labs: European Commision, DIAGEO, Sony Computer Entertainment Europe, AMAZE and DIGAREC (Berlin), Instituto Cervantes (Spain), MediaLab-Prado (Madrid), Intermediae-Matadero (Madrid), Zemos98 (Seville).
He was also colaborating at videogame area of Spanish Ministery of Education's web portal Leer.es during 3 years.
Flavio was also partner and founder of the Spanish American ICT company PXSP.com, dedicated to Consulting, QA and Testing Service, Software & Games Development and IT Outsourcing.
Jordi Moretón Galí
Jordi Moretón Galí is a research and project technician at GeCon.es (Fundación Iberoamericana del Conocimiento) in the field of Gamification and Technology.
He is BSc in Library Science & Documentation and postgraduate on Enterprise Content Management, and also has a small background on physics and programming. He specializes in information systems as well as the management and exploitation of scientific and technical information, and also in the emerging field of Gamification.
Jordi has developed his professional activity as a documentalist at Catalunya government and as a science documentalist and records manager at CETAQUA. He is now part of GECON.es research team, where he participated in many research projects as SECLoud, GreenIDI, LivingCO2, ReuseTIC and BadgeCulture.
Jordi is also an avid flight simulator enthusiast, having been involved in the spanish community for more than 20 years.
Thijs de Vries
Thijs de Vries M.Sc. is designer, facilitator and speaker on the intersection of engagement design and gamification.
After graduating at the Technical University Delft in the masters program Design for Interaction, Thijs founded the engagement design studio Creative Seeds. As a user experience designer Thijs has worked on many innovative designs in the field of engagement design and persuasion. This led to his expertise on incorporating gamification into products and services for education, health care and sustainability.
Besides running his own studio, Thijs is CTO of Eduapp, an educational platform for promoting educational apps in the classroom. He is also one of the co-founders of Game Driven Innovation which aims to inspire companies about the possibilities of gamification.
Toby specialises in building engaged teams and communities via digital media.
He is the founder and CEO of universal scorekeeping platform Rise. Previous to Rise he founded and sold the social media agency 'Nudge'.
Toby is a founder of GamFed.com the professional association for gamification, a top 10 'Gamification Guru', and a regular contributor to Sky News as a Social Media Expert.
He also plays a mean game of ping pong.
Chief game changer at Gamification Nation working with multinational organisations across Europe and the Middle East to achieve behavioural change through adding game elements in their business processes.
Gamification Nation Ltd offers gamification design services, the company is based in London, UK and An also spends a lot her time living in Stockholm, Sweden. We have designed solutions to encourage winning behaviours and improve business results in the areas of sales, recruitment, learning and productivity.
She is a prolific blogger on gamification and tweets under her Twitter alter ego @GamificationNat. Her 3rd book called “Gamification in business”can be downloaded on http://bookboon.com/en/gamification-in-business-ebook.
She is also an award winning business coach, learning & development professional, author and speaker.
She has been using game elements in her work since as long as she can remember for start-ups, business executives, training, eLearning and executive coaching. She has followed courses from Gabe Zicherman, Kevin Werbach, Mario Herger, Yukai Chou and reads up on the latest thinking and often joins the debate online.
Creator of Gamification Model Canvas, Founder of Game On! Lab, Founder & Editor of Game Marketing, Co-Founder of Gamification World Congress, Gamification Designer, Author and Speaker.
Sergio has a long trajectory in gamification and has worked with hundreds of companies and institutions to engage stakeholders and get results. Also he has been collaborating with important Colleges to introduce gamification into the education sector.
A regular speaker at events for entrepreneurs, colleges and companies, Sergio is seen as an opinion leader in his field and is often called upon by the press and media to talk about gamification, engagement and digital strategies.
José Carlos Cortizo Pérez
Co-founder and CMO of BrainSINS. Co-founder of Gamification World Congress. Angel Investor in several startups.
I started using Gamification in 2008, when I released Wipley, a Social Network for videogamers. In 2010 I discovered Gamification as a concept and I started testing it to different application domains such as Education, Marketing, etc. Nowadays, I use Gamification at BrainSINS (my company), both to improve our online onboarding process and also to help our eCommerce customers to improve their sales.
"Cristina has been in the marketing world for a little over than a decade, even before the birth of social media, adwords, etc, so she controls the online and offline marketing world. She helps her customers maximize their Online Presence & Marketing efforts.
Restless and a pure earthquake is how her colleagues adress her, so besides her expertise on marketing online she also works on:
Design and layout
Cristina is one of the new coordinators of Gamification Spain Meetups, a community-oriented event that takes place all over Spain, and has designed The Hero's Character Sheet CV.