Yu-kai Chou talked about Gamification and how it can improve the world we live in today. The title of this work is, “Gamification to Improve our World”. “Gamification is the craft of taking all the fun exciting elements of gaming and pouring them into boring non-gaming contents,” Yu-kai Chou explained in his speech. Yu-kai Chou talks about the many ways we can apply gamification to our world and the benefits it will bring us. He mentions that gamification will challenge us, allow us to hang out with friends, and make us the people we are today. After explaining this, Chou explains many different ways we can bring gamification into our lives. One way he mentioned was development and accomplishment. This means that a person feels motivated because they feel as though they are leveling up in life. Fitness bands are a real-life example of development and accomplishment that You mentioned proving that gamification does work in our lives. After watching this video I feel as though Gamification is a realistic and positive way to improve our society …show more content…
The fitness bracelets that were mentioned earlier have so many goals designed for each bracelet. After reaching a goal on the fitness bracelet, the bracelet celebrates and encourages you to strive further and further until you reach your full potential. These short-term accomplishments have to be reached in a certain period of time, or you will have failed your goal for that time period/day. These fitness bracelets are the most successful example of development and accomplishment designed so far. For example, this is a great way for children and adults to stay active all throughout the day. I say this because I have experienced the effects of these fitness bracelets in my life for the past couple of years. People both young and old strive to reach their goals, whether it is going on a walk outside or walking around in circles in your own
To maintain overall health and happiness we have to make ensure exercise is a part of our daily routine. The Mayo Clinic says “As a general goal, aim for at least 30 minutes of physical activity every day. If you want to lose weight or meet specific fitness goals, you may need to exercise more.” Both the Apple Watch and Fitbit allow us to track, record, and set fitness goals. They count steps taken, distance, and calories burned. The series 3 Apple Watch allows the user to track their activity without their phone, making it a strong competitor against Fitbit. While it is important workout, it is also important to make sure users are not overworking themselves. One way to know if you are overworking yourself is by monitoring your heart rate. Fitbit and Apple Watch use photoplethysmography to measure your heart rate (Techadvisor). The Fitbit is always tracking your heart rate, whereas the Apple Watch only checks your heart rate every ten minutes unless you are using the workout app, then it will track it continuously (Techadvisor ). The design of the Fitbit allows it to monitor your heart rate more accurately because the LED sensors are closer to the user’s wrist (Techadvisor ). Both Apple Watch and Fitbit will remind you to move when your heart rate has been at rest for a period of time. Along with these reminders they both have notifications that will congratulate you on achieving your goals or
Will Wright is the guest editor at Wired magazine and cofounder of Maxis, a game development company. On April 2006 he wrote the “Dream Machines” story in Wired, which expressed his opinion on video games. He wrote about his vision on them and he defended the opinion that video games not that bad how a lot of people think. In his article, he discusses that games have positive effects on children and teenagers’ minds. For example, he shows that children use a science method to understand games’ rules; before they will find the right button they do a lot of mistakes. He believes that this type of tactic improves children’s critical thinking. Furthermore, he gives an example that when you are watching a movie you cannot do anything and for some people it is boring; however, when you play video games you should control everything by yourself what is more interesting. At the end of his text, Will Wright explains that some games can give teenagers a chance to have an experience in some types of interesting professions. For instance, the game American Army gives people a chance to control a soldier and understand how to be a soldier in a real life. Thus, the writer tries to defend video games and he
The everyday health and fitness individual has the availability to track running, walking, sleeping, daily movement, and lets you set goals and challenge previous records. This group of individuals accounts for 128 million possible sales and are going to be in the best shape of their lives to take advantage of the fitness capabilities the Apple Watch has to offer. These active tech savvy students or business individuals can dress the watch up or down, and still keep track of fitness goals. The available apps for the Watch will help individuals keep notes, update events in personal calendars, check stocks, pay with Apple Pay, send and receive emails, and improve efficiency of tasks throughout the day while working out (Apple: The Watch Reimagined,
Wearable technology is one of the latest technology trends. Fitbit has revolutionized the way people view health and fitness. In 2007, Fitbit founders “Eric and James, realized that sensors and wireless technology had advanced to a point where they could bring amazing experiences to fitness and health. They embarked on a journey to create a wearable product that would change the way we move,” (Who We Are, 2015).
There are many items and services that we use every day. Some enhance our lives while other lead to stagnation. I chose a piece of fitness equipment due to my general interest in the item and my belief in its growing importance in the volatile fitness industry. I believe that despite the faddish nature of the fitness industry, kettle bells will only gain further popularity in the future. My conclusions are that kettlebells will become similar to barbells in the sense that it has stood the test of time as an effective fitness implement.
The wristbands counts the steps u make, and it also tracks sleep. This technology in the spy movies. They are giving out attention. I would create a item that would count how fast your heart is beating while you're exercising.I would also create a item that would help you sleep longer and better. Then when you're woke up in the morning. You're all ready for work or school.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
Let’s start with Gamification. That’s a complete misconception about what gamification is all about. Many people think Gamification is a branch of gaming, so what is Gamification really? Gamification is the craft of absorbing the fun and addicting elements in games (Game Mechanics) and applying them into real-world applications. According to one of the Gamification Guru Yu-kai Chou, gamification is a design process that optimizes for the human or “human-focused design” of the system, as opposed to pure efficiency or “function-focused design” of the system.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
The advantage of playing online game is that it allows people to communicate to numerous numbers of others from different cultural backgrounds and countries. In the game, a gamer may want to exchange his item with someone. Therefore, he/she has to negotiate with others. Repetition of this negotiation can develop a gamer’s social skills. The disadvantage of online gaming is that spending most of free time in front of a monitor wills remove teenagers from their friends and society. Online games are not for entertainment purpose only.