4 Interesting Research Informed Games for Health

A profusion of gamified applications and games for health exist or are being developed every day. However, not all of them are informed by quality theoretical or practical research in order to establish the effectiveness of such applications in achieving the proposed goals. Last Fall I had the opportunity to review several research informed examples as part of a Games for Health course at the University of Waterloo. Below are some of the examples which I found most interesting and thought-provoking. Please note that this is by […]

Video Games for Health

Cup

Gamification Highlights of 2015

This year brought us many interesting advancements on the field of Gamification! With so much happening, I will not try to compile a comprehensive list of the best news we had this year, but I would love to highlight some of the facts that were most important for me this year. Events The biggest Gamification event of the year was, of course, the Gamification World Congress in Barcelona! Sadly, I could not attend it myself, so I will point to […]


Actionable Gamification: a guide to better design

In one of my previous book reviews, I argue that Gamification is becoming every day more common, however, many implementations are not as successful as others. I have seen many gamification projects that keep users engaged for a very little time, probably just while the new product is still fresh and users are curious about it. But designing a gameful solution that is able to keep motivation and engagement in the long-term is not as easy as it seems. Yu-kai Chou […]

Actionable Gamification: Beyond Points, Badges, and Leaderboards

Jane McGonigal on stage at Meet the Media Guru in Milan, Italy, May 2011. Photo by Paolo Sacchi, MMG.

A Super Better Gameful Life 1

Jane McGonigal is a pioneer in studying the use of games and game-inspired ideas to improve human life. Her first book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Books, 2011) is a bestseller that has inspired many people into further researching and employing games and gameful design for serious goals. Her TED talks have been seen by more than 5 million people over the last 5 years. Her new book, SuperBetter: […]


CHI PLAY 2015: HCI, Games, and Gamification

A few weeks ago I attended CHI PLAY 2015, the second edition of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play. CHI PLAY is an international and interdisciplinary conference for researchers and professionals of all areas of play, games, and human-computer interaction, which fosters discussion of current high-quality research in games and HCI as foundations for the future of digital play. It was a great opportunity to talk about game design and gamification, with a lot of useful insights, […]

Presenting the HEXAD gamification user types questionnaire

Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design

Ninja Gamification and Motivational Design 1

As the use of Gamification in many different domains becomes each day more common, a number of different people become involved in its practice and a diversity of new solutions are created each day. However, we can observe that there seem to be as many successful implementations of gamification as those that were not so fortunate. Certainly the experience of the designers plays an important role to the success of each implementation, but as important is how knowledgeable they are. […]


The Gameful World

The Gameful World is a book that aims to examine the key challenges of gamification and the ludification of culture, or, as presented by the editors, the Gameful World. It contains essays from more than 50 acknowledged experts representing both academia and industry. The collection is edited by Steffen P. Walz, Associate Professor and Director of the Games and Experimental Entertainment Laboratory (GEElab) at the School of Media and Communication at the Royal Melbourne Institute of Technology, and Director of […]

The Gameful World

Running finish line

The Use of Games and Play to Achieve Real-World Goals

In the last few years, there has been a growing interest in the application of game elements to real-life goals and tasks. These efforts are often directed towards self-improvement, encouraging positive lifestyle changes, and increasing motivation to complete work objectives. The idea of using games to modify activities that are not traditionally considered games is not new. Games have been used to support real-life objectives many times in the past, such as sports being used to motivate exercise and healthy […]


Hello world!

Hello! Welcome to the Gameful Bits blog! This is a space where I will share my thoughts on Gamification and Gameful Design, the results of my research, and other relevant information to academics and professionals interested in these topics. I am Gustavo F. Tondello, a Gamification Consultant and Ph.D. Student at the University of Waterloo, Canada. Rise’s Gamification Gurus Power 100 leaderboard has ranked me one of the top Gamification leaders in the world. My main interests include gamification, and games for health and learning. My research […]

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