Lessons from Pokemon GO 2016 success through game design reverse engineering

Autor: Flavio Escribano >> @ludictador Revision: Sergio Alloza Castillo >> @PsycGamer Spanish Version here: POKEMON_GO.pdf Intro Pokemon Pokemon is a very sucesfull game, specially for gamers who usually enjoy Nintendo handsets. All these creatures have been one of the favourite plagues inside the japanese machines and we call them ‘a plague’ because ,despite some pokemons are very hard […]

Gamification Model Canvas Framework. Evolution. Part 2/2

Authors: Flavio Escribano >> @ludictador Jordi Moretón Galí >> @jordimgali Spanish version / Versión en castellano: Descargar This is the second part of the article about our research on the evolution of the Gamification Model Canvas framework (GMC) by Sergio Jiménez. On the previous post -that you can read here– motivation theories and behavior change models were reviewed in order […]

Gamification Model Canvas Framework. Evolution. Part 1/2

Authors: Flavio Escribano >> @ludictador Jordi Moretón Galí >> @jordimgali Spanish version / Versión en castellano: Descargar *This article continues on “Gamification Model Canvas Framework. Evolution. Part 2/2” According to provided information until 2015 the Gamification Model Canvas framework (GMC) has been used by more than 16,000 gamificators from more than 180 different countries. Canvas author and Gamification company AIWIN’s CEO Sergio […]

Gamification Model Canvas (Evolution)

**[12/04/2016 update] Please, check the recent results of the evolutions here: Gamification Model Canvas Framework. Evolution. Part 1/2 Gamification Model Canvas Framework. Evolution. Part 2/2 — Sergio Jiménez and GECON.es sign an agreement to collaborate in researching on new evolutions of “Gamification Model Canvas Framework”. [Spanish version below – versión en castellano más abajo] In its […]

Smart Cities, Citizen Participation & Gamification. A Starcraftian model.

A research on urban creativity and innovation and the potential uses of gamification to facilitate public participation processes. Playable concepts such as Playable Cities and Smart Cities, in addition to artistic and recreational initiatives that can provide relevant conclusions are reviewed.   Author Flavio Escribano > @ludictador Reviewer: Jordi Moretón Galí >> @jordimgali Spanish version here   […]

Gamification examples. TV News

/English In May the team of “Generació Digital”, a channel C33’s tv show (link), visited our offices to talk about Gamification and BadgeCulture project, in which we participated as tourism & culture gamification researchers. Digital Generation is a weekly program about technology, entertainment and digital culture that has a wide following among Catalan viewers (its Twitter account has […]

An example of an event’s gamification with Line@ app

Author Flavio Escribano > @ludictador Spanish Version here Download the Full Report here Introduction On April 23th, we participated on the INNGames 2015 videogames festival to test a very innovative system called LINE@ in order to research gamification experiences with this app. The challenge consisted of gamifying one event’s workshop attended by very active groups […]

Gamification in Water Utilities

    Last February the 6th, GECON.es visited Technology Center CETAQUA Barcelona to participate in “Friday’s Coffee”, where we could introduce attendees to both Gamification Benefits in Water Utilities sector and behavior changes in water consumption. With this we open up the Multimedia area in our site.   PDF Slideshow is available here: Water Gamification [1,94MB]

Eros & Thanatos. Some other gamification profiles

    Author: Flavio Escribano >> @ludictador Spanish Version / Versión en Castellano: Descarga “At the time when the Eros and the Thanatos meet each other a new sexuality dimension awakens inside the subject who -at the limit act of death- finds the key to the profound and absolute experience of desire” (González-Molina, 2013: p22) In gamification […]