Gamification

The Cutting EDGE: New Virtual Training Prepares First Responders for Active Shooter Incidents

Amidst the chaos of an active shooter event, preparedness is key to a seamless, swift and effective response—and a new video game funded by the Department of Homeland Security (DHS) Science and Technology (S&T) Directorate and the U.S. Army Research Laboratory just might do the trick. Enhanced Dynamic Geo-Social Environment, or EDGE, is a virtual training platform, available now to all response agencies nationwide. Built on the Unreal Engine, it allows responders of all disciplines to assume discipline-based avatars and simultaneously role-play complex response scenarios.

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Engineering the Chaski Relay: A Touchscreen Game at the National Museum of the American Indian

On visiting The Great Inka Road: Engineering an Empire exhibition at the Smithsonian National Museum of the American Indian, it is impossible not be taken by the sheer scale of the Inka Road. Qhapaq Ñan, or the Road of the Inka, is a 25,000-mile long road system that fed the rapid expansion of the Inka Empire in the 14th and 15th centuries. It connected distant towns and settlements in the Andes, snaking up and down mountains, bridging impossible valleys, and traversing lush agricultural fields and terraces.

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Trends on Tuesday: Pokemon Go-es Away Slowly

The wildly popular, augmented reality game we reported on for Trends on Tuesday a few weeks ago and the focus of a piece about government agencies using it to engage citizens appears to have hit a ceiling and is slowly losing active fans in August according to a recent report in Bloomberg. While the mobile game may be losing audience, from a brand perspective Nintendo’s Pokemon franchise was reinvigorated for a new generation of fans which will pay dividends in the future.

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Catch the Mall! With Pokemon and Public Services

“… I have never seen so many people of all ages walking around our civic spaces and small businesses interacting as I have this morning. Teens catching them. People catching them in line for coffee. Moms outsmarting their kids. Local youths teaching my toddler how to throw a ball. Full grown adults. Marines. Kids on scooters. Kids on bikes. 20-somethings walking in packs. How are other small towns faring? Awesome to be outside right now building a community over something so silly and fun.

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Trends on Tuesday: Adoption for Pokémon Go Mobile App Goes Crazy

Augmented Reality games have existed for years, but have mostly failed to catch a mainstream audience; Pokémon Go just changed all that this weekend. The game that launched early this month has exploded in popularity and is close to surpassing Twitter in daily active users, according to Forbes’ Jason Evangelho. “The data gets even more staggering. As of 48 hours ago, Pokémon GO was installed on 5.6% of all Android devices in the United States, and is installed on more Android phones than Tinder (insert “Pokémon is now more popular than sex” joke here),” he cited.

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How Gamification Can Break Down Bureaucracy and Address Real World Problems

The world’s toughest challenges require out-of-the-box thinking. But how can agencies facilitate intentional, structured collaboration that leads to this thinking? Gamification. To address issues ranging from maritime piracy to Naval energy use to 3D printing, the Navy uses gamification via MMOWGLI, the Massive Multiplayer Online Wargame Leveraging the Internet. MMOWGLI is an online gaming platform that connects players in order to spark innovative thinking about a particular topic. The platform was created by the Institute for the Future (IFTF) and the Naval Postgraduate School (NPS) on behalf of the Office of Naval Research, and NPS has hosted over 20 games since 2012.

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Designing User-Friendly, Educational and Engaging Mobile Gaming Apps

How do you reach audiences with important health information and leave users asking for more? Is it enough to create responsive websites written in plain language or to design apps with health tips optimized for handheld devices? While those ideas are a step in the right direction, we do not live in a world where, “if you build it, they will come.” With a slew of devices and an ever-increasing array of information sources, the most desired commodity in today’s crowd communication channels is attention.

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NOAA’s CrowdMag App: Citizen Science on the Go

The rise in mobile device usage has created a rise in expectations: the public wants new and innovative interactions with all organizations, including government. Incorporating social media in mobile websites and native apps is one way federal agencies have increased public interaction. Six agencies have leveraged native app functionality for crowdsourcing purposes. The National Oceanic and Atmospheric Administration (NOAA) leads the way with three public-facing applications that transform ordinary citizens into citizen scientists: Dolphin and Whale 911, Release Mako and CrowdMag.

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Trends on Tuesday: Mobile Gaming Habits

We’ve reported before that playing games is one of the most popular activities on mobile devices. A recent study by App Annie and IDC dives deeper into the traits and use habits of mobile gamers. For the most part, gamers tend to like tablet gaming experiences. Specifically, Nearly half of iOS game players preferred the iPad, with the rest split fairly evenly between the iPhone and iPod Touch.

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Trends on Tuesday: Kids are Going Mobile

From the time they can grasp an object in their hands, children are reaching for electronic gadgets of all kinds—particularly our smartphones and tablets. The early adoption of mobile is growing each year as evidenced by this infographic from EveryDayFamily.com. 30 percent of 2- to 5-year-olds in the U.S. already know how to operate a smartphone or tablet computer 61 percent can play a basic computer game.

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CDC’s Solve the Outbreak App

Mobile Gov Experiences are agency stories about creating anytime, anywhere, any device government services and info. This entry is a story shared by Centers for Disease Control and Prevention. Centers for Disease Control (CDC) launched a free, educational iPad app called “Solve the Outbreak,” which lets users play the role of Epidemic Intelligence Service agents – the “Disease Detectives” who are on the front lines of new outbreaks wherever they occur.

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How to Do Usability Testing with Kids

What do kids know about Web design? As we found out, quite a lot. Recently our DigitalGov User Experience Program teamed up with the Kids.gov team to get some big time feedback from some pint-sized testers in a hallway test. We tested with almost 20 kids ages 6 to 14 at our GSA office, made possible by “Take Your Child to Work Day.” We also tweeted some results under the hashtag #kidsgovtest

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CDC’s Solve the Outbreak App

The Centers for Disease Control has launched a new table app Solve the Outbreak designed to teach users how CDC’s disease detectives save lives everyday. In this interactive, engaging app, you are a disease detective who gets to decide what to do when an outbreak occurs: Do you quarantine the village? Talk to the people who are sick? Ask for more lab results? Using gamification, Solve the Outbreak is a great way to study epidemiology by

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Using Gamification in Federal Projects

Gamification is the practice of using game technology or design principles for something that is not inherently game-like. Some examples include: bronze, silver, and gold badges for reading a set number of books, progress bars in online surveys, leader boards for top grades on an exam, or rewards for attending in-person events. As gamification projects are becoming increasing common in the government, here are some basic principles and policies to help program managers and project directors make informed decisions around this popular technique.

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