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IoT in the News: Gamification and the IoT

97% of 12- to 17-year-olds play computer games, but so do almost 70% of the heads of American households, according to the Entertainment Software Association.

97% of 12- to 17-year-olds play computer games, but so do almost 70% of the heads of American households, according to the Entertainment Software Association.

Connected devices and carefully crafted incentive systems, can incentivize people to perform mundane or hateful tasks. DICE (design, innovate, communicate, entertain) Summit, is the video-game industry’s answer to TED. Jesse Schell, game designer and a professor at Carnegie Mellon, discussed how life can become a game of points as everything from the coke can to the cereal box can have a sensor, and tally your points.

“You’ll get up in the morning to brush your teeth and the toothbrush can sense that you’re brushing,” Schell said. “So, ‘Hey, good job for you! Ten points’ ” from the toothpaste maker. You sit down to breakfast and get 10 points from Kellogg’s for eating your Corn Flakes

 

http://www.fastcompany.com/1702209/how-video-games-are-infiltrating-and-improving-every-part-our-lives

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