Skip to content

Tag: fitbit

Gamification can change behaviour. I have proof.

This post has been on my mind for a while now, and a recent article on the topic from Policy Horizons Canada finally brought this to the top of my “blog topics” list (which seems to have a leaking hole in it these days…sorry about that).

As always, I like to start with a definition:

Gamification is the use of game design techniques and mechanics to solve problems and engage audiences. Typically gamification applies to non-game applications and processes in order to encourage people to adopt them. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, and by taking advantage of humans’ psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, filling out tax forms, or reading web sites. Available data from gamified websites, applications, and processes indicate potential improvements in areas like user engagement, ROI, data quality, timeliness, or learning.” – Wikipedia

SRDC Open Data Consultation Debrief

Over the next few blog posts I will debrief a few of the many events I attended this Spring. I have included only key takeaways and interesting insights (ok, well I find them interesting anyway…). The SRDC Open Data Consultation was an invitation only event, which I had the pleasure of participating in. I have agreed not to disclose any names, however I was given permission to publicly discuss some of the content.