How Nightmare: Malaria Saves Lives through Social Gamification


Most people are aware that malaria is a deadly disease caused by mosquitoes. But what is not common knowledge is that nearly half the world’s population is at risk for contracting the disease. Every year, over a million individuals die from it and seventy percent of these fatalities are children. What may also surprise you is that malaria vaccines don’t yet exist. However, the tragic deaths associated with this disease can be simply prevented by sleeping under a $3 mosquito net!

Malaria is prevalent in areas that are warm and damp. These conditions are ideal for mosquitoes to thrive and are found in places around the world- specifically Sub Saharan Africa, India and southern Asia. Malaria is considered to be a minimal threat in North America (case in point: mosquito nets are sold by chains like Cost Plus World Market as bedroom decorations rather than for protection).

Simply lecturing about the facts and statistics of malaria may not be enough to garner effective action but vivid and immersive experiences may change how we understand and take action on this epidemic.

As an example of social gamification at work, the Emmy Award winning animation studio, PsyOp partnered with Against Malaria Foundation to develop a free mobile app called Nightmare: Malaria to spread awareness on this issue and raise funds for life saving mosquito nets.

Released this past December, Psyop is banking on their game to generate enough enthusiasm to secure millions of nets for at-risk individuals across the globe. And with enough participation, it may succeed at lowering the death toll significantly by the end of 2014 and beyond. Here’s how they’ve designed the game to be both engaging and informative:

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10 Astonishing Stats about Employee Engagement

This infographic (courtesy of our friends at Officevibe) looks at the poor state of employee engagement across the U.S. One stat pulled from Gartner shows how gamification is rapidly becoming a strategy for companies to improve engagement levels (and therefore employee output). But as you all know, it’s not gamification principles and mechanics themselves per sé that make work more meaningful, enjoyable, etc.- it’s all about how you apply them.

Share with us how your company- or you- are employing gamification techniques to keep you and your team motivated.

10 Shocking Stats About Employee EngagementInfographic crafted with love by Officevibe, the corporate team building and employee engagement platform.

Musings On The Flappy Bird Craze: An Octalysis Perspective

Who amongst you has not heard of Nyan (Pop Tart) Cat, Grumpy Cat, or Angry Birds? It seems almost inconceivable to think that anyone would raise their hand. Names such as these are ubiquitous in our culture. Despite their wide-reaching influence, they are not the product of some creative genius but are rather characterized by ridiculous simplicity. And because of that, they have people hooked.

Arguably, Flappy Bird is the latest sensation to attain massive viral phenomena. According to its creator, Dong Nguyen, “I didn’t use any promotion methods. All accounts on Twitter, Facebook and Instagram about Flappy Bird are not mine. The popularity could be my luck.”

Earlier this month, the game surpassed 50 million downloads and generated over 47,000 reviews within the App Store. Although it is free, the app generates over $50,000 a day from ad revenue.

But ironically, the overwhelming popularity of Flappy Bird resulted in its demise.

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Review: Gamification Revolution by Gabe Zichermann and Joselin Linder

Gamification Revolution: How Leaders Leverage Game Mechanics To Crush the Competition by Gabe Zichermann and Joselin Linder helps explain how games are changing the world of business.

When it comes to playing games, most people think of video console games or tablet/phone apps that help distract the player from the drudgery of work. But the gaming field also includes sports, card games, and board games and the old paradigm that games only serve as fun and recreation is radically changing. In Gamification Revolution, we explore this shift in culture and see how business leaders are now using games to their advantage.

The authors start us off by presenting a quote by Theodore Roosevelt that captures the old paradigm, “When you play, play hard: when you work, don’t play at all.” This has been the conventional attitude that has defined what it means to have a sound work ethic.

As games evolved and entered the corporate arena, the lines between work and play are increasingly becoming blurred. The emergence of technology, greater market competition and the need for organizations to grow and adapt has created the need for better mechanisms to accelerate learning and performance within companies. At the same time, these factors have also required that organization’s relate with their customers more consistently and authentically in order to gain quality insight on developing winning products and services. Games now serve as an “invaluable change agent” for corporations to meet these demands.


Gabe Zichermann on the Gamification Revolution (GSummit SF 2013)

The book cites a few interesting stats which illustrate the phenomenon of gamification as an actual revolution.

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Do Video Games Make Us Violent?

Image of controller depiciting violence in video games debate

For years, the debate on video games and their impacts on the psyches of players has dominated social and political discourse, especially around industry regulations. The question of whether or not video games cause violence is certainly controversial and its fierce debate particularly arises in the aftermath of school shootings and mass murders. Naturally, people seek reasons to explain why these events occur and look for ways our society can stop them from happening again.  What fuels these debates is that In many cases, investigations reveal that the perpetrators of these heinous crimes spent enormous amounts of time playing violent video games.

For some, it is clear that video game violence contributed to these tragedies. Yet research shows that the incidence of youth violence in particular, is at an all time low, falling by half between 1994 and 2010 while video game sales have more than doubled in this since 1996.

Some politicians are convinced that pervasive violence in video games contribute to real acts of violence. Last month, Business Insider reported on a tax reform presented by the House GOP which sought to prevent creators of violent video games from receiving an R&D tax credit for research and experimentation.

Last year, the Obama administration sought to develop a $10 million research program to investigate the relationship between video game content and actual violence (it did not come to fruition thanks to low public interest around gun control measures).

Despite the strong anti-violent video game rhetoric and biases of the federal government, the Supreme Court ruled (in Brown vs. Entertainment Merchants, 2011) that video game content is protected under the First Amendment and can’t be regulated by government. The Court also dismissed psychology research as unpersuasive as some studies seem to support a causal relationship between violence in video games and aggressive behavior in real life while others support no clear link.

In an age when violence in video games is more vivid and graphic than ever before, it is natural for parents and educators to question if their kids and young adults should be left to play and watch what they want.

Peer-reviewed research is looked to as a source of objective truth but, as it stands now, the findings have not pointed to any clear answers. Though lack of clarity continues to dominate the debate, here are a few notable studies that can help guide your own thinking on this issue.

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How A Game Helps Disadvantaged Women and Children Around the World

Image of a girl supported by the Half the Sky MovementMany women and children in developing countries have very limited opportunities to shape their futures. Their are countless tragic stories of abuse, intolerance, oppression, and suffering that because of their diminished voice go unnoticed by the rest of the world. Half the Sky Movement is a transmedia initiative that was created to shed light on the struggles of mothers, young girls and their families in countries like Cambodia, Kenya, India, Sierra Leone, and Afghanistan. The project has received the support of celebrities like Diana Lane, America Ferrara and Olivia Wilde. What makes this initiative so appealing and powerful is how it combines different forms of media to share stories, raise awareness, and find solutions to a host of serious gender-based injustices.

Why the Half the Sky Movement Exists

Women in many parts of the world face specific abuse and crimes that continue to impact the daily lives of them and their children. In some of the countries mentioned previously, women often do not have equitable opportunities for real education nor security in a stable economic future- Women perform two thirds of the world’s total working hours but only earn 10% of wages. Statistics on school dropout rates are also dismal (according to Half the Sky, 1 out of every 5 primary school-age girls around the globe are not in school) This ultimately contributes to a cycle of illiteracy and poor career opportunities.

Without access to proper medical care, women often face a high risk of dying from complications related to pregnancy. Women are also victims to severe gender-based crimes such as rape and other forms of social, mental, and physical abuse. The exploitation of women as prostitutes by sex trafficking rings continues to be a growing global problem and in many cases, the laws in their countries fail to protect them from harm and often work against their interests.

Without resources and opportunities to change their own circumstances, the direct and indirect oppression of women continues to be a systematic and cyclical gross injustice.

To combat this and transform lives, The Half the Sky Movement aims to cut “… across platforms to ignite the change needed to put an end to the oppression of women and girls worldwide, the defining issue of our time (Half the Sky Movement).”

So how do they do this?

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