MIT/Stanford Venture Lab (VLAB) hosted its first event for Fall 2012 yesterday, September 18th 2012. The topic on tap was gamification.
“Gamify Everything: from Monetization to Social Benefit,”: The Recap
The event brought together start-up entrepreneurs, venture capitalists, and other tech, media, social/mobile types against the backdrop of a sunset at the Stanford University’s Graduate School of business.
Panelists from successful gamifying endeavors provided their insight, points, and counterpoints on topics ranging from the term ‘gamification’, to its actual meaning, to what makes a game successful.
Though the event was geared to address the general practice of gamification, i.e. applying elements of game design to non-game processes, there were some tactile takeaways for social entrepreneurs.
So, what do social entrepreneurs need to know about gamification?
1. Gamification is a relatively new, debated, and trending term. Considering that Panelist Rajat Paharia spoke about coining the phrase “gamification” in 2009, a few years after founding Bunchball—it may seem like the term is still a toddler. But, as moderator Margaret Wallace of Playmatics pointed out, according to the 2012 Gartner Hype Cycle, the term has nearly reached its peak.
10. There is growth in non zero sum games through social and mobile apps. Panelist Amy Jo Kim discussed the rise of non zero sum games, i.e. refocusing the spotlight from winners v. losers to win-win situations, where users can share their experiences and guide others as they start their experience with a game.Key takeaway: win-win gives you two ways to win
Meet the Panelists
Margaret Wallace (moderator): CEO/Co-Founder of Playmatics | @MargaretWallace
Courtney Guertin: Co-Founder/CTO of Kiip | @courtstarr
Rajat Paharia: Founder/Chief Product Officer of Bunchball | @rajatrocks
Amy Jo Kim: Founder/CEO of ShuffleBrain | @amyjokim
Joshua Williams: Senior Software Design Engineer Microsoft Corporation | @joshuadw
Andrew Trader: Venture Partner, Maveron
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