Gamification has cast a wide net and has been applied to many parts of our personal and business lives. We tuned in remotely to the GSummit in San Francisco this week–and while we didn’t see anyone tackled on the conference stage as in a recent episode of HBO’s “Silicon Valley”, we did hear about the broad inroads gamification has made and the ways in which it’s used for events.
Gamification now enables motivation to be delivered digitally, said analyst Brian Burke of Gartner Group. “All the elements of gamification have been around for years”, he added, like sponsors, contests, points and prizes. The difference now is digital, which offers an improved model to incentivize people. Now with greater connectivity you can scale to an audience of any size, at any location and it takes far less time to reach one’s business or personal goals.
Events are an area where gamification comes in quite handy, especially with event hashtags. Aaron Price, co-founder of LiveCube, acknowledged what those in attendance are familiar with – there are so many distractions that event organizers need to keep the crowd focused. Price’s solution is LiveCube, accessible via website or app, that clients like TEDx have used.
LiveCube creates and pre-populates event hashtags beyond the name of the conference so they trend faster, Price said. They give points for activities like sharing comments before and during events, and for posting event photos. They also retweet the comments for added emphasis.
Participants can check the leaderboard to keep track of winners. The top posters receive prizes, and at the GSummit, a coveted reward was a meet-and-greet with Dr. Neil deGrasse Tyson, the final keynote speaker. As anyone who’s seen the amusing astrophysicist appear as a TV show guest knows, that’s a meet-and-greet worth tweeting for.
(images courtesy of LiveCube)