Gamification harnesses the power of games to motivate


Kevin Werbach at the Conversation: “Walk through any public area and you’ll see people glued to their phones, playing mobile games like Game of War and Candy Crush Saga. They aren’t alone. 59% of Americans play video games, and contrary to stereotypes, 48% of gamers are women. The US$100 billion video game industry is among the least-appreciated business phenomena in the world today.

But this isn’t an article about video games. It’s about where innovative organizations are applying the techniques that make those games so powerfully engaging: everywhere else.

Gamification is the perhaps-unfortunate name for the growing practice of applying structural elements, design patterns, and psychological insights from game design to business, education, health, marketing, crowdsourcing and other fields. Over the past four years, gamification has gone through a cycle of (over-)hype and (overblown) disappointment common for technological trends. Yet if you look carefully, you’ll see it everywhere.

Tapping into pieces of games

Gamification involves two primary mechanisms. The first is to take design structures from games, such as levels, achievements, points, and leaderboards — in my book, For the Win, my co-author and I label them “game elements” — and incorporate them into activities. The second, more subtle but ultimately more effective, is to mine the rich vein of design techniques that game designers have developed over many years. Good games pull you in and carry you through a journey that remains engaging, using an evolving balance of challenges and a stream of well crafted, actionable feedback.

Many enterprises now use tools built on top of Salesforce.com’s customer relationship management platform to motivate employees through competitions, points and leaderboards. Online learning platforms such as Khan Academy commonly challenge students to “level up” by sprinkling game elements throughout the process. Even games are now gamified: Microsoft’s Xbox One and Sony’s PS4 consoles offer a meta-layer of achievements and trophies to promote greater game-play.

The differences between a gamified system that incorporates good design principles and one that doesn’t aren’t always obvious on the surface. They show up in the results.

Duolingo is an online language-learning app. It’s pervasively and thoughtfully gamified: points, levels, achievements, bonuses for “streaks,” visual progression indicators, even a virtual currency with various ways to spend it. The well integrated gamification is a major differentiator for Duolingo, which happens to be the most successful tool of its kind. With over 60 million registered users, it teaches languages to more people than the entire US public school system.

Most of the initial high-profile cases of gamification were for marketing: for example, USA Network ramped up its engagement numbers with web-based gamified challenges for fans of its shows, and Samsung gave points and badges for learning about its products.

Soon it became clear that other applications were equally promising. Today, organizations are using gamification to enhance employee performance, promote health and wellness activities, improve retention in online learning, help kids with cancer endure their treatment regimen, and teach people how to code, to name just a few examples. Gamification has potential anywhere that motivation is an important element of success.

Gamification works because our responses to games are deeply hard-wired into our psychology. Game design techniques can activate our innate desires to recognize patterns, solve puzzles, master challenges, collaborate with others, and be in the drivers’ seat when experiencing the world around us. They can also create a safe space for experimentation and learning. After all, why not try something new when you know that even if you fail, you’ll get another life?…(More)

31 cities agree to use EU-funded open innovation platform for better smart cities’ services


European Commission Press Release: “At CEBIT, 25 cities from 6 EU countries (Belgium, Denmark, Finland, Italy, Portugal and Spain) and 6 cities from Brazil will present Open & Agile Smart Cities Task Force (OASC), an initiative making it easier for city councils  and startups to improve smart city services (such as transport, energy efficiency, environmental or e-health services). This will be achieved thanks to FIWARE, an EU-funded, open source platform and cloud-based building blocks developed in the EU that can be used to develop a huge range of applications, from Smart Cities to eHealth, and from transport to disaster management. Many applications have already been built using FIWARE – from warnings of earthquakes to preventing food waste to Smartaxi apps. Find a full list of cities in the Background.

The OASC deal will allow cities to share their open data (collected from sensors measuring, for example, traffic flows) so that startups can develop apps and tools that benefit all citizens (for example, an app with traffic information for people on the move). Moreover, these systems will be shared between cities (so, an app with transport information developed in city A can be also adopted by city B, without the latter having to develop it from scratch); FIWARE will also give startups and app developers in these cities access to a global market for smart city services.

Cities from across the globe are trying to make the most of open innovation. This will allow them to include a variety of stakeholders in their activities (services are increasingly connected to other systems and innovative startups are a big part of this trend) and encourage a competitive yet attractive market for developers, thus reducing costs, increasing quality and avoiding vendor lock-in….(More)”

Crowdsourcing as a tool for political participation? – the case of Ugandawatch


Paper by Johan Hellström in the International Journal of Public Information Systems: “Uganda has democratic deficits where demand for democracy exceeds its supply. As a consequence it is argued that a segment of Ugandans might participate and honour the freedom to speak out, assemble, and associate given new opportunities outside the traditional political channels. With expanded mobile coverage and access to mobile devices and services in mind, and using the concept of open crowdsourcing, the platform UgandaWatch was launched prior to the 2011 general elections with the intention to meet the demand, to offer increased equality of political participation, and to advance efforts toward increased citizen engagement in Uganda. From a community informatics point of view, the study examined how and under what conditions access to ICT tools (mobile devices, networks, and a crowdsourcing platform) can be made usable and useful for people and communities for increased political participation in a given context. By combining the collection and analysis of quantitative (SMS-survey) and qualitative data (focus groups) through a mixed-method approach, this study answers the questions, What are the key factors that influence users’ willingness to use mobile phones and crowdsourcing platforms as a channel for political participation?, and What concerns do users have with respect to using mobile phones and crowdsourcing platforms in the participation process? The study shows that users participated because they hoped it would bring real change to Uganda’s electoral and political landscape, that it was a convenient channel to use (quick and easy) and that confidentiality was assured. The user concerns relate to costs, trust, and safety. Crowdsourcing offers an alternative channel and may substitute or supplement traditional means of political participation. It can increase participation in some groups, including among those who normally do not participate—something that increases equality of political participation in a positive direction….(More)”

Participatory Democracy’s Emerging Tools


, and (The GovLab) at Governing: “As we explore the role of new technologies in changing how government makes policies and delivers services, one form of technology is emerging that has the potential to foster decision-making that’s not only more effective but also more legitimate: platforms for organizing communication by groups across a distance….

Whether the goal is setting an agenda, brainstorming solutions, choosing a path forward and implementing it, or collaborating to assess what works, here are some examples of new tools for participatory democracy:

Agenda-setting and brainstorming: Loomio is an open-source tool designed to make it easy for small to medium-sized groups to make decisions together. Participants can start a discussion on a given topic and invite people into a conversation. As the conversation progresses, anyone can put a proposal to a vote. It is specifically designed to enable consensus-based decision-making.

Google Moderator is a service that uses crowdsourcing to rank user-submitted questions, suggestions and ideas. The tool manages feedback from a large number of people, any of whom who can submit a question or vote up or down on the top questions. The DeLib Dialogue App is a service from the United Kingdom that also allows participants to suggest ideas, refine them via comments and discussions, and rate them to bring the best ideas to the top. And Your Priorities is a service that enables citizens to voice, debate and prioritize ideas.

Voting: Democracy 2.1 and OpaVote are tools that allow people to submit ideas, debate them and then vote on them. Democracy 2.1 offers voters the additional option of casting up to four equally weighted “plus votes” and two “minus votes.” OpaVote is designed to enable elections where voters select a single candidate, employ ranked-choice or approval voting, or use any combination of voting methods.

Drafting: DemocracyOS was designed specifically to enable co-creation of legislation or policy proposals. With the tool, large numbers of users can build proposals, either from scratch or by branching off from existing drafts. Currently in use in several cities, it is designed to get citizen input into a process where final decision-making authority still rests with elected officials or civil servants. For drafting together, Hypothes.is is an annotation tool that can be used to collaboratively annotate documents.

Discussion and Q&A: Stack Exchange enables a community to set up its own free question-and-answer board. It is optimal when a group has frequent, highly granular, factual questions that might be answered by others using the service. ….(More)”

 

How’s the Weather There? Crowdsourcing App Promises Better Forecasts


Rachel Metz  at MIT Technology Review: “An app called Sunshine wants you to help it create more accurate, localized weather forecasts.
The app, currently in a private beta test, combines data from the National Oceanic and Atmospheric Administration (NOAA) with atmospheric pressure readings captured by a smartphone. The latest iPhones, and some Android smartphones, include barometers for measuring atmospheric pressure. These sensors are generally used to determine elevation for navigation, but changes in air pressure can also signal changes in the weather.
Sunshine will also rely on users to report sudden weather hazards like fog, cofounder Katerina Stroponiati says. About 250 people spread out among the Bay Area, New York, and Dallas are now using Sunshine, she says, and the team behind it plans to release the app publicly at the end of March for the iPhone. It will be free, though some features may eventually cost extra.
While weather predictions have gotten more accurate over the years, they’re far from perfect. Weather information usually isn’t localized, either. The goal of Sunshine is to better serve places like its home base of San Francisco, where weather can be markedly different over just a few blocks.
Stroponiati aims for Sunshine to get enough people sending in data—three per square mile would be needed, according to experiments the team has conducted—that the app can be used to make weather prediction more accurate than it tends to be today. Some other apps, like PressureNet and WeatherSignal, already gather data entered manually by users, but they don’t yet offer crowdsourced forecasts….(More)
 

Index: Prizes and Challenges


The Living Library Index – inspired by the Harper’s Index – provides important statistics and highlights global trends in governance innovation. This installment focuses on prizes and challenges and was originally published in 2015.

This index highlights recent findings about two key techniques in shifting innovation from institutions to the general public:

  • Prize-Induced Contests – using monetary rewards to incentivize individuals and other entities to develop solutions to public problems; and
  • Grand Challenges – posing large, audacious goals to the public to spur collaborative, non-governmental efforts to solve them.

You can read more about Governing through Prizes and Challenges here. You can also watch Alph Bingham, co-founder of Innocentive, answer the GovLab’s questions about challenge authoring and defining the problem here.

Previous installments of the Index include Measuring Impact with Evidence, The Data Universe, Participation and Civic Engagement and Trust in Institutions. Please share any additional statistics and research findings on the intersection of technology in governance with us by emailing shruti at thegovlab.org.

Prize-Induced Contests

  • Year the British Government introduced the Longitude Prize, one of the first instances of prizes by government to spur innovation: 1714
  • President Obama calls on “all agencies to increase their use of prizes to address some of our Nation’s most pressing challenges” in his Strategy for American Innovation: September 2009
  • The US Office of Management and Budget issues “a policy framework to guide agencies in using prizes to mobilize American ingenuity and advance their respective core missions”:  March 2010
  • Launch of Challenge.gov, “a one-stop shop where entrepreneurs and citizen solvers can find public-sector prize competitions”: September 2010
    • Number of competitions currently live on Challenge.gov in February 2015: 22 of 399 total
    • How many competitions on Challenge.gov are for $1 million or above: 23
  • The America COMPETES Reauthorization Act is introduced, which grants “all Federal agencies authority to conduct prize competitions to spur innovation, solve tough problems, and advance their core missions”: 2010
  • Value of prizes authorized by COMPETES: prizes up to $50 million
  • Fact Sheet and Frequently Asked Questions memorandum issued by the Office of Science and Technology Policy and the Office of Management and Budget to aid agencies to take advantage of authorities in COMPETES: August 2011
  • Number of prize competitions run by the Federal government from 2010 to April 2012: 150
  • How many Federal agencies have run prize competitions by 2012: 40
  • Prior to 1991, the percentage of prize money that recognized prior achievements according to an analysis by McKinsey and Company: 97%
    • Since 1991, percentage of new prize money that “has been dedicated to inducement-style prizes that focus on achieving a specific, future goal”: 78%
  • Value of the prize sector as estimated by McKinsey in 2009: $1-2 billion
  • Growth rate of the total value of new prizes: 18% annually
  • Growth rate in charitable giving in the US: 2.5% annually
  • Value of the first Horizon Prize awarded in 2014 by the European Commission to German biopharmaceutical company CureVac GmbH “for progress towards a novel technology to bring life-saving vaccines to people across the planet in safe and affordable ways”: €2 million
  • Number of solvers registered on InnoCentive, a crowdsourcing company: 355,000+ from nearly 200 countries
    • Total Challenges Posted: 2,000+ External Challenges
    • Total Solution Submissions: 40,000+
    • Value of the awards: $5,000 to $1+ million
    • Success Rate for premium challenges: 85%

Grand Challenges

  • Value of the Progressive Insurance Automotive X Prize, sponsored in part by DOE to develop production-capable super fuel-efficient vehicles: $10 million
    • Number of teams around the world who took part in the challenge “to develop a new generation of technologies” for production-capable super fuel-efficient vehicles: 111 teams
  • Time it took for the Air Force Research Laboratory to receive a workable solution on “a problem that had vexed military security forces and civilian police for years” by opening the challenge to the world: 60 days
  • Value of the HHS Investing in Innovation initiative to spur innovation in Health IT, launched under the new COMPETES act: $5 million program
  • Number of responses received by NASA for its Asteroid Grand Challenge RFI which seeks to identify and address all asteroid threats to the human population: over 400
  • The decreased cost of sequencing a single human genome as a result of the Human Genome Project Grand Challenge: $7000 from $100 million
  • Amount the Human Genome Project Grand Challenge has contributed to the US economy for every $1 invested by the US federal government: $141 for every $1 invested
  • The amount of funding for research available for the “Brain Initiative,” a collaboration between the National Institute of Health, DARPA and the National Science Foundation, which seeks to uncover new prevention and treatment methods for brain disorders like Alzheimer’s, autism and schizophrenia: $100 million
  • Total amount offered in cash awards by the Department of Energy’s “SunShot Grand Challenge,” which seeks to eliminate the cost disparity between solar energy and coal by the end of the decade: $10 million

Sources

Collective Intelligence or Group Think?


Paper analyzing “Engaging Participation Patterns in World without Oil” by Nassim JafariNaimi and Eric M. Meyers: “This article presents an analysis of participation patterns in an Alternate Reality Game, World Without Oil. This game aims to bring people together in an online environment to reflect on how an oil crisis might affect their lives and communities as a way to both counter such a crisis and to build collective intelligence about responding to it. We present a series of participation profiles based on a quantitative analysis of 1554 contributions to the game narrative made by 322 players. We further qualitatively analyze a sample of these contributions. We outline the dominant themes, the majority of which engage the global oil crisis for its effects on commute options and present micro-sustainability solutions in response. We further draw on the quantitative and qualitative analysis of this space to discuss how the design of the game, specifically its framing of the problem, feedback mechanism, and absence of subject-matter expertise, counter its aim of generating collective intelligence, making it conducive to groupthink….(More)”

CrowdFlower Launches Open Data Project


Anthony Ha at Techcrunch: “Crowdsourcing company CrowdFlower allows businesses to tap into a distributed workforce of 5 million contributors for basic tasks like sentiment analysis. Today it’s releasing some of that data to the public through its new Data for Everyone initiative…. hope is to turn CrowdFlower into a central repository where open data can be found by researchers and entrepreneurs. (Factual was another startup trying to become a hub for open data, though in recent years, it’s become more focused on gathering location data to power mobile ads.)…

As for the data that’s available now, …There’s a lot of Twitter sentiment analysis covering things like from attitudes towards brands and products, yogurt (?), and climate change. Among the more recent data sets, I was particularly taken in the gender breakdown of who’s been on the cover of Time magazine and, yes, the analysis of who thought the dress (you know the one) was gold and white versus blue and black…. (More)”

Crowdsourcing America’s cybersecurity is an idea so crazy it might just work


at the Washington Post: “One idea that’s starting to bubble up from Silicon Valley is the concept of crowdsourcing cybersecurity. As Silicon Valley venture capitalist Robert R. Ackerman, Jr. has pointed out, due to “the interconnectedness of our society in cyberspace,” cyber networks are best viewed as an asset that we all have a shared responsibility to protect. Push on that concept hard enough and you can see how many of the core ideas from Silicon Valley – crowdsourcing, open source software, social networking, and the creative commons – can all be applied to cybersecurity.

Silicon Valley venture capitalists are already starting to fund companies that describe themselves as crowdsourcing cybersecurity. For example, take Synack, a “crowd security intelligence” company that received $7.5 million in funding from Kleiner Perkins (one of Silicon Valley’s heavyweight venture capital firms), Allegis Ventures, and Google Ventures in 2014. Synack’s two founders are ex-NSA employees, and they are using that experience to inform an entirely new type of business model. Synack recruits and vets a global network of “white hat hackers,” and then offers their services to companies worried about their cyber networks. For a fee, these hackers are able to find and repair any security risks.

So how would crowdsourced national cybersecurity work in practice?

For one, there would be free and transparent sharing of computer code used to detect cyber threats between the government and private sector. In December, the U.S. Army Research Lab added a bit of free source code, a “network forensic analysis network” known as Dshell, to the mega-popular code sharing site GitHub. Already, there have been 100 downloads and more than 2,000 unique visitors. The goal, says William Glodek of the U.S. Army Research Laboratory, is for this shared code to “help facilitate the transition of knowledge and understanding to our partners in academia and industry who face the same problems.”

This open sourcing of cyber defense would be enhanced with a scaled-up program of recruiting “white hat hackers” to become officially part of the government’s cybersecurity efforts. Popular annual events such as the DEF CON hacking conference could be used to recruit talented cyber sleuths to work alongside the government.

There have already been examples of communities where people facing a common cyber threat gather together to share intelligence. Perhaps the best-known example is the Conficker Working Group, a security coalition that was formed in late 2008 to share intelligence about malicious Conficker malware. Another example is the Financial Services Information Sharing and Analysis Center, which was created by presidential mandate in 1998 to share intelligence about cyber threats to the nation’s financial system.

Of course, there are some drawbacks to this crowdsourcing idea. For one, such a collaborative approach to cybersecurity might open the door to government cyber defenses being infiltrated by the enemy. Ackerman makes the point that you never really know who’s contributing to any community. Even on a site such as Github, it’s theoretically possible that an ISIS hacker or someone like Edward Snowden could download the code, reverse engineer it, and then use it to insert “Trojan Horses” intended for military targets into the code….  (More)

Open data could turn Europe’s digital desert into a digital rainforest


Joanna Roberts interviews Dirk Helbing, Professor of Computational Social Science at ETH Zurich at Horizon: “…If we want to be competitive, Europe needs to find its own way. How can we differentiate ourselves and make things better? I believe Europe should not engage in the locked data strategy that we see in all these huge IT giants. Instead, Europe should engage in open data, open innovation, and value-sensitive design, particularly approaches that support informational self-determination. So everyone can use this data, generate new kinds of data, and build applications on top. This is going to create ever more possibilities for everyone else, so in a sense that will turn a digital desert into a digital rainforest full of opportunities for everyone, with a rich information ecosystem.’…
The Internet of Things is the next big emerging information communication technology. It’s based on sensors. In smartphones there are about 15 sensors; for light, for noise, for location, for all sorts of things. You could also buy additional external sensors for humidity, for chemical substances and almost anything that comes to your mind. So basically this allows us to measure the environment and all the features of our physical, biological, economic, social and technological environment.
‘Imagine if there was one company in the world controlling all the sensors and collecting all the information. I think that might potentially be a dystopian surveillance nightmare, because you couldn’t take a single step or speak a single word without it being recorded. Therefore, if we want the Internet of Things to be consistent with a stable democracy then I believe we need to run it as a citizen web, which means to create and manage the planetary nervous system together. The citizens themselves would buy the sensors and activate them or not, would decide themselves what sensor data they would share with whom and for what purpose, so informational self-determination would be at the heart, and everyone would be in control of their own data.’….
A lot of exciting things will become possible. We would have a real-time picture of the world and we could use this data to be more aware of what the implications of our decisions and actions are. We could avoid mistakes and discover opportunities we would otherwise have missed. We will also be able to measure what’s going on in our society and economy and why. In this way, we will eventually identify the hidden forces that determine the success or failure of a company, of our economy or even our society….(More)”