gamification...gamification! “By 2015, more than 50 percent of organizations that manage...

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Transcript of gamification...gamification! “By 2015, more than 50 percent of organizations that manage...

( or, game thinking )

gamification

rameshnath kala krishnasamy, M.Sc. IT

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it’s all good! gamification!

“By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes”.

Gartner, Inc., 2011

“the ‘gambrian’ explosion” ~ will wright

… that is not me.

maybe, kind of, sort of...

games are everywhere; everyone is a gamer

INTERACTIVE

\ software

\ games

\ web

ENVIRONMENTAL

\ amusement parks

\ infrastructure

\ city planning

\ architecture

\ ...

AESTHETIC

\ graphic

\ fashion

\ design

\ art

\ ...

FUNCTIONAL

\ industrial

\ product

\ service

\ ...

PSYCHOLOGY

\ anthropology

\ perception

\ behaviour

\ social

\ ...

STORYTELLING

\ comic

\ book

\ film

\ tv

\ ...

operant conditioning chamber aka a ‘skinner box’ (from behavioural psychologist Burrhus Frederic Skinner)

time to lock these humans up in skinner boxes and make some

money! ;D

typical implementation: > badges > points

> leaderboards

appeal primarily to ‘ACHIEVERS’

Bartle’s player types

in MUDs

‘Lifecycle Design: Sustainable Social

Systems’

Amy Jo Kim ->

1. know your players; social style

2. design for their lifecycle stages

3. put ‘PERMA’ into your engagement loops

4. light the way to mastery with progress mechanics

5. motivate players with intrinsic rewards

girls are (generally) collaborative

players

boys are (generally) competitive

players

Kim’s ‘social engagement

verbs’

1. know your players; social style

2. design for their lifecycle stages

3. put ‘PERMA’ into your engagement loops

4. light the way to mastery with progress mechanics

5. motivate players with intrinsic rewards

(welcome/ goals/

progress/ achievable rewards)

(content/ activities/

challenges) (exclusivity/ recognition/

impact)

1. know your players; social style

2. design for their lifecycle stages

3. put ‘PERMA’ into your engagement loops

4. light the way to mastery with progress mechanics

5. motivate players with intrinsic rewards

‘PERMA’ (coined by Martin Seligman) Positive emotions; experiencing joy, pleasure, fun, safety, etc. Engagement / flow; being consciously involved in our activities Relationships; enjoyable/supportive interactions with others Meaning; creating a purposeful narrative Accomplishment; completing goals + following core values

1. know your players; social style

2. design for their lifecycle stages

3. put ‘PERMA’ into your engagement loops

4. light the way to mastery with progress mechanics

5. motivate players with intrinsic rewards

dynamics • are patterns over time;

patterns can be programmed into the game system (cf. ‘skinner box’)

• can lead to addiction, which is a good useful thing

mechanics • make progress visible;

points, badges leaderboards, etc

aesthetics • emotions • emotion drives action

and engagement

player journey

the MDA framework

(from Mihaly Csikszentmihalyi’s

‘flow’)

easy to learn – hard to master

progress mechanics, lighting the way, towards mastery

1. know your players; social style

2. design for their lifecycle stages

3. put ‘PERMA’ into your engagement loops

4. light the way to mastery with progress mechanics

5. motivate players with intrinsic rewards

3 keys intrinsic motivators (Dan Pink)

1. autonomy; the desire to direct our own lives 2. mastery; the urge to get better at something that matters 3. purpose; the desire to be part of something bigger than ourselves

belonging

bottomline: use extrinsic rewards to support intrinsically motivating activities

> mastery

autonomy

power

meaning

learning

self-knowledge

fun

points

levels

quests

badges

progress bar

prizes

leaderboards

money

sota examples

SHINE

foursquare

little black bag

EVOKE

modcloth

Habit RPG Nike FuelBand

sensors networked

3D acceleration

processing power programmable

permanent storage

cameras

speakers

accelerometer

proximity sensor

microphones

multi-touch display

NFC

GPS/A-GPS

WiFi

bluetooth

gyroscope

GSM fingerprint sensor

USER mobility physical activity task, plans, intentions physiological heart rate, respiration

LOCATION absolute relative

SOCIAL people setting PHYSICAL

ENVIRONMENT audio light pressure temperature weather

TIME

COMMUNICATION SMS/MMS/email/calls

DEVICE Orientation Screen I/O modalities battery

chest

wrist

eyes

arm

feet legs

banking

governance

entertainment

tourism

education

healthcare

Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience, 1990 // http://www.thebravemanblog.com/wp-content/uploads/2012/11/Flow-The-Psychology-of-Optimal-Experience.pdf The Psychology Behind Games, 2005 // http://www.gamasutra.com/view/feature/2289/the_psychology_behind_games.php Hunicke et al, MDA: A Formal Approach to Game Design and Game Research, // http://210.240.189.214/gamedesign/resources/06_personalweb/2006_web/20/paper/MDA_GameDesign.pdf John Hopson, Behavioral Game Design, 2001 // http://www.gamasutra.com/view/feature/131494/behavioral_game_design.php?print=1 Richard Bartle, Players Who Suit MUDs, // http://www.mud.co.uk/richard/hcds.htm Sebastian Deterding, Meaningful Play, 2011 // https://www.youtube.com/watch?v=7ZGCPap7GkY

The Shame Game: An Interview With Jesse Schell, 2013 // http://www.gamasutra.com/view/feature/195145/ Jesse Schell holds the keys to video game utopia, 2013 // http://www.gamasutra.com/view/news/186189/Jesse_Schell_holds_the_keys_to_video_game_utopia.php Peering At The Future: Jesse Schell Speaks, 2010 // http://www.gamasutra.com/view/feature/134594/peering_at_the_future_jesse_.php Will Wright, Gaming Reality, 2012 // https://www.youtube.com/watch?v=ZqUkMsYL1Yc Jane McGonigal, Gaming Can Make a Better World, 2010 // https://www.youtube.com/watch?v=dE1DuBesGYM Amy Jo Kim, Smart Gamification, 2011 // https://www.youtube.com/watch?v=F4YP-hGZTuA Miguel Sicart, Defining Game Mechanics // http://gamestudies.org/0802/articles/sicart Gartner, Inc., Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes, 2011 // https://www.gartner.com/newsroom/id/1629214

banking

governance

entertainment tourism

education

healthcare