Gamification Panel at SIME Stockholm

Picture: Heidi Harman

Together with Elísabet Grétarsdóttir (Head of Strategy of EVEOnline) and Johan Sjöberg (Vice President Business Development at Digital Development Management – DDM and one of the founders and key creative contributors to World of Horsecraft’s Starstable.com), Robin Teigland of NVWN participated in the panel, “Game Dynamics – Gamification as a Strategic Tool” at SIME Stockholm on November 16, 2011.

Picture: Heidi Harman

With Ola Ahlvarsson as the moderator, the panel discussed issues such as what virtual worlds are and why people are attracted to them, gaming behaviors, and gender. One of the most memorable lines was when Elisabet asked a pointed question, “Why can we hug at a soccer game but not in the board room?”

Emilia Blom created a great sketchnote of the panel below. More of her sketchnotes from the conference can be found here.

Game Dynamics - Gamification as a strategic tool

Johan announced that Star Stable, a virtual world designed primarily for girls ages 8-15 years old, was launched this day. In the game, the players take care of their horses, socialize with other players, and can compete against one another in horse races. There are two currencies in the game: 1) Jorvik Shillings (JS) that can be earned by completing game tasks and 2) Star Coins (SC) that are bought through subscribing or the webshop. Some items can be bought with both JS and SC, but quite a number of the “coolest” items can only be bought with SC.

Jesper Bylund wrote a nice summary of Elisabet’s points: Elisabet Grétarsdóttir explains Gamification at SIME 2011.

Although we did not have time to go into it on the panel, Ola asked in what industry gamification would work well. Clearly I am partial, but gamification offers all kinds of possibilities to improve education and training. In addition, they can really be leveraged for innovation and creativity. Here are some links to some of the things I have been involved in:

1) 3D Teaming in a Virtual World
2) Going Live: Innovating Business Education through Virtual Worlds
3) Virtual Worlds for User Innovation

The entire panel can be heard here on soundcloud.

/Robin

Robin Teigland

About Robin Teigland


Robin Teigland is an Associate Professor at the Center for Strategy and Competitiveness at the Stockholm School of Economics (SSE), as well as the caretaker of SSE’s island in Second Life. Robin’s research interests revolve around the creation and diffusion of knowledge in social networks and the impact on a firm’s competitive advantage. The focus of her current research is on investigating how virtual worlds and social media are enabling firms to create value outside the boundaries of the firm. She has published numerous articles in international books and academic journals, and in 2008 she received the “Researcher of the Year” award at the Stockholm School of Economics. In addition, she is a reviewer for the US National Science Foundation as well as a globally sought after speaker. Robin really enjoys teaching students at the Stockholm School of Economics and lecturing for executives. In March 2010, she started the NVWN a pan-Nordic project financed by the Nordic Innovation Center investigating innovation and entrepreneurship in virtual worlds.

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