1. is
1.1. the use of game elements
1.2. game thinking in non-game
2. can be used for
2.1. promotion
2.1.1. prezi
2.1.1.1. offers zooming, turning, on the big picture of regular slides
2.2. loyalty
2.2.1. customer loyalty should be sought
2.3. education
2.3.1. can progress most by implementing gamification techniques
2.3.1.1. examples
2.3.1.1.1. codeacademy
2.3.1.1.2. classrroom game design by Paul Andersen
2.4. behaviour change
2.4.1. behaviour has to be stimulated
2.4.1.1. such as
2.4.1.1.1. the speed camera lottery
2.4.1.1.2. foodzy - healthy living
2.4.1.1.3. UWV - finding a job
2.5. employee productivity
2.5.1. work.com
2.5.1.1. start up in the field of performance evaluation
2.5.2. nitro for salesforce
2.5.3. is changing employee behaviour
3. getting gamifications right
3.1. initiation
3.1.1. is a type of learning that transposes the mechanics of the games to the educational professional
3.1.2. has the aim of achieving better results
3.1.3. the designers inmediately added gamificado elements
3.2. practices
3.2.1. clearly identify goals
3.2.1.1. stakeholders to agree in advance on how they will evaluate their gamification iniciatives
3.2.2. the gamifications to bussiness needs
3.2.2.1. employees identify the changes they want within the organization
3.2.2.1.1. take advantage of gamification to achieve those golas
3.2.3. keep the game design simple
3.2.4. permit personalization
3.2.4.1. companies are advised to allow workeds to develop and embellish digital personal
3.2.5. build in continous feedback
3.2.6. create an initial buzz
3.2.6.1. promote the start of the program
3.2.6.2. capture the attention of users
3.2.7. clearly identify goals
3.2.8. monitor the system for abuse
3.2.8.1. monitor in the event that the users wants to deceive the system
4. the use of game dynamics
4.1. Summary and next steps
4.1.1. Compelling
4.1.2. context
4.1.3. timeframe
4.1.4. market
4.1.5. success
4.2. bunchball and nitro
4.2.1. the industry leader in gamification
4.2.2. the participation engine
4.3. the building blocks
4.3.1. motivate behaviers
4.3.1.1. points
4.3.1.2. levesl
4.3.1.3. challenges
4.3.1.4. virtual goods
4.3.1.5. gifting 8 charity
4.4. the business value
4.4.1. participation drives
4.4.1.1. watching videos
4.4.1.2. listening to audio
4.4.1.3. creation content
4.4.1.4. reading articles
4.4.1.5. participating in discussions
4.5. gamification defined
4.5.1. game dynamics
4.5.1.1. reward
4.5.1.2. archievement
4.5.1.3. self-expression
4.5.1.4. competition
4.5.2. game mechanics
4.5.2.1. virtual goods and spaces
4.5.2.2. leaderboards
4.5.2.3. gifts and charity
5. the 6 steps
5.1. deploy the appropiate tools
5.2. don´t forget the fun
5.2.1. game elements
5.2.1.1. you must have a correct layout such as
5.2.1.1.1. dynamics
5.2.2. 4 sorts of fun
5.2.3. encouraging fun
5.2.4. it's important to make sure players have fun while playing the game
6. differences between
6.1. (serious) games
6.1.1. goal is outside of the game itself
6.2. toys
6.2.1. toys are on the left side of the spectrum
6.2.2. the offer a whole experience
6.3. playful design
6.3.1. the are no specific goals, rules or meaninful choices
6.4. gamificaction
6.4.1. offers a clear and specific goal
6.4.2. is on the right side of the spectrum
6.4.3. has rules and restrictions that make it game-like