Home » Agenda » Gamification World Awards 2015 Finalists #GWC15

Gamification World Awards 2015 Finalists #GWC15

And the nominees are…!!

Best Non-Software Innovation

  • Binnakle: The first game to find new solutions to any challenge inside companies. Binnakle represents an expedition that guides the participants, called Explorers, to innovation through the 4 phases of creative thinking.
  • Indonesia Board Game Challenge: Board games made for National Corruption Eradication Commission of Indonesia. The game highlights the importance of developing honesty since a young age so that there will be no place for corruption left.
  • Sector 6 Gamification System!:  Introducing collaboration and competition into History classroom in a fun way. @brandon_blewis

Best Technological Development Contribution

  • Classcraft: Classcraft is a free online, educational role-playing game that teachers and students play together in the classroom. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. @classcraftgame
  • eMee: Offering gamification solutions coupled with advanced big data analytics and SMAC technologies, eMee is ushering in true enterprise digital transformation in some of the most exciting organizations worldwide. @eMee_Insights
  • SuMo: Motivate by CloudApps @CloudAppsGlobal

Best Technological Innovative Contribution

  • kGoal: An interactive training system (device + free app) for female pelvic floor exercise that provides real-time tactile biofeedback and the ability to guide your workout, track your performance, and make Kegel exercises fun. It’s like having a gym, personal trainer, and tracking system all in the palm of your hand. 
  • Playbrush: A smart hardware device that transforms conventional, manual toothbrushes into gaming controllers – so kids and young-at-hearts can play fun & instructional mobile games while brushing their teeth. @TeamPlaybrush

Best Theoretical Contribution

  • Gamification for e-Learning Academic Research Project: Gamifying learning a foreign language could theoretically increase the levels of motivation and engagement. The project is a pilot case study with a quantitative and qualitative methodology. Analyses of the learning process, questionnaire and interviews were part of the collect data.
  • Indonesia Board Game Challenge: Board games made for National Corruption Eradication Commission of Indonesia. The game highlights the importance of developing honesty since a young age so that there will be no place for corruption left.
  • Shallow Gamification: This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game.
  • T.R.A.C.Y.: Game-based learning for advanced training of medical staff, nurses and technical personnel to simulate disaster prevention in hospitals. The goal is to develop an exemplary serious game based on the internal disaster prevention plan of a large university clinic, which simulates various internal disaster scenarios in hospitals and lets the users experience each situation first-hand.
  • The Design, Development, and Evaluation of a Gamification Platform for Business Education: This paper describes the research and practical implications of an educational gamification platform. Eighty-two percent of participants reported that the gamified course was more or much more motivating than a traditional course. Correlational data indicated that neither comfort level with technology nor being a member of any measured demographic was a barrier to finding gamification motivating.

Enterprise Gamification Award

  • Knowledge Champions League: How do we engage and motivate over 4,000 TAC Engineers across the globe to transform their knowledge and expertise into content our customers can use? And how can we make it easy for them to do so? @LithiumTech
  • Pernod Ricard – Ricardo: the first virtual employee who defies our Managers to become the ideal Pernod Ricard Manager. Gamification based experience that challenges people management abilities, energizes participants towards employee engagement and makes them compete to be the best Pernod Ricard Manager. @Pernod_Ricard
  • YounGOffice: YounGOffice SSC is a competition at 3 multinational companies (TATA Consultancy Services, DIAGEO, BP), where you can test yourself, with playful tasks, as a virtual colleague! Your challenge is to explore the world of the shared service centres in the virtual offices of the game and to solve situational and lingual exercises. 

Gamification & Marketing Award

  • 3DWire 2014:  Event Gamification to attract attendees to less frequented areas of an event,
    to promote networking between attendees and to study the fun factor as a dynamization element and as a facilitator of goal attainment in this area of application. @3DWIRE
  • Credilikeme:  – Gamified Personal Loan Experience. @Credilikeme
  • Tu Reto Consum – Consum’s Challenge: Consum, the foremost Spanish food retailer, decided to work with Hooptap to boost its loyalty program with a Danone product campaign. Its objective was to increase sales by a 20%. Hooptap provided a Consum’s Brand Club, where users interacted with the different product varieties and their specifications. 

Gamification & Social Impact Award

  • Community PlanIt: Community PlanIt (CPI) is an online, social game that engages communities in local planning. Its goals are to increase the number and diversity of participants in the planning process, cultivate civic learning among players, and provide better data to planners about stakeholder views. @communityplanit
  • my.hawaii.gov: The Hawaiian Government is also involved in Gamification! @ehawaiigov
  • Velping: Velping provides the volunteer community with a voice where they can rate their non-profit in the same way as they might rate a service on trip advisor meaning great non-profits will get even more support. @Velpers

Gamification in Education Award

  • Classcraft: Classcraft is a free online, educational role-playing game that teachers and students play together in the classroom. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. @classcraftgame
  • The Fight for Scientia Terra: Increase student engagement and passion for the sciences through quests triggered via Augmented Reality. All quests are submitted at the Battlegrounds and a real battle occurs where they defeat enemies based on work quality and success rate. @MrHebertPE
  • Zombiologia: Teaching and learning Biology & Geology in a zombie-apocalypse narrative. The main goal of the project is to improve 14-15-year-old students’ engagement and scientific thinking in class, as well as making them self-responsible of their learning outcomes. @zombiologia

Gamification in Health Award

  • Aislados: A free adventure game, developed by SIAD Association and funded by the Spanish National Drug Plan, designed to work on social and emotional skills in schools and colleges, it is an innovative tool for teachers who are interested in the use of serious games in education.
  • Pain Squad: Pain Squad helps kids and teens with cancer track how intense their pain is, how long it lasts, where it hurts, what helps to treat it and how it impacts their daily lives. This data gathering is crucial improving doctors’ approach to treatment. 
  • Playbrush: A smart hardware device that transforms conventional, manual toothbrushes into gaming controllers – so kids and young-at-hearts can play fun & instructional mobile games while brushing their teeth. @TeamPlaybrush
  • 150 Lives: Use of gamification to engage with and motivate clinicians to improve sepsis care in British Columbia. The campaign asked participating teams to report every time a sepsis protocol was followed to treat severe sepsis or septic shock. Every 5 sepsis cases entered online saves 1 life. @BCPSQC

Gamification in Retail Award

  • Beer Wars: Web-based action of gamification developed by @soloartesanas with the dual aim of creating a community of craft beer lovers and increase sales of the online store
  • Memory by Privalia: A social game to engage Privalia’s audience. All kinds of gifts were distributed in a funny and original way. Thanks to the dynamic campaign, Privalia was able to change all the content, showing everyday challenges and prizes. By @adverway
  • TrueBlue Badges by JetBlue Airlines: JetBlue is one of the largest low-cost airlines in America and was looking for an IT system that would fuel the relaunch of TrueBlue, their loyalty program. True Blue Badges is what happened! @JetBlue

About Belén Gómez

Graduate in Communications, Movie Direction and finishing a degree in English Language and Literature, her multidisciplinary career includes TV and movie direction, script-writing, video games localization, game design, international project management and multi-platform video game production. Curious about everything, she divides her time between onseriousgames.com, Serious Games projects, any Assassin’s Creed title and her Mandarin Chinese lessons.

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