Gamification Here is the definition of Gamification:
the concept of applying game-design thinking to non-game applications to make them more fun and engaging.
A few simple examples are things like earning points and setting goals with Nike+ to motivate yourself to exercise more, and Synchronous Social entertainment such as Turntable.fm, the site where you can virtually DJ for your friends and random strangers -- earning points based on your performance which allows you to unlock cool new avatars to show off your skills.
For a full list of examples applied to many different industries, skip ahead.
According to a 2011 Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. The trend has been picking up major momentum over the last year and has gained support from industry heavy weights such as such as Bing Gordon? Al Gore? J.P. Rangaswami, Chief Scientist of Salesforce.com, and many more.
Since creation of the Gamification Wiki in November 2010, Gamification has surged in popularity and Gamification has grown right along with it. It has quickly become one of the most talked about trends in Silicon Valley, with google trends showing the explosive growth continuing to accelerate. Gamification.org was created to be the ultimate resource for the emerging Gamification Industry, creating a collaborative space for those interested to come together as a community and learn and explore what works and what doesn't and to collectively benefit from the knowledge and wisdom of the community.
For more info go to https://gamification.org
INT is evolving with the social media market. It is nice to see that it is staying relevant while developing new technology offerings like Yappn that reflect the most recent changes in social media. The commercialization of Ortsbo which started in September 2012 will be worth the wait as the Ortsbo platform will be integrated into other INT services...