Gamification: Work can be fun?

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Presentation for ACS Chapter Bunburry

Transcript of Gamification: Work can be fun?

Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Gamification: Work can be fun?

11101.101.11111011101

Torsten Reiners

WHAT IS FUN?

Fun is an experience - short-term, often unexpected, informal, not cerebral and generally purposeless

Fun is the enjoyment of pleasure, Particularly in leisure activities.

purposeless

Another word for learningunder optimal conditions

Passio

n

PLAY

Play

Engage in activity for enjoyment and

recreation rather than a serious or practical purpose.

PLAY

Who plays games on the way to work?

Gamification

Integrating game dynamics into your site, service, community, content or campaign,in order to drive participation.

the use of game design elements in non-game contexts

motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action

fun, play, passion

GAMIFICATION IS ALREADY HERE.

.

EVERYWHERE.

HYPE

HYPE CYCLE by Gartner

HYPE CYCLE by Gartner

70% of Global 2000 have at least one Gamified application

50% of companies with innovative processes will gamifiy those processes By 2015

Intention

INTENTION

YOU MISSED!!!!!

DYNAMICS

experience

DYNAMICSCuriosity

Emotions

Relationship

DYNAMICS

DYNAMICS

MECHANICSAchievement

ChallengeCollaboration/Socialising

FeedbackOwnershipProgressionTransactionStochastic

COMPONENTS

• non-game, real-world contexts are enhanced with concepts from games to engage, encourage, focus, and guide users

• Mechanics of Gamification • Scores• Leaderboards• Badges• Quests• Competition• Levels• ...

Link

edIn

Advanced Gaming Components• Game over• Next life• Save points• Rewind• Multi-player• NPC / Ghosts• Slow motion• Awards

2012-11-29 Gamification in logistics and supply chain education

PLAYER TYPES

Gam

es in

C

lass

SKILLS

Challenge

Boredom

Anxiety

Intrinsic motivation to

play

PLAYER BUSINESSGAME

Player meets Business: Play the right game

2012-11-29 Gamification in logistics and supply chain education

2012-11-29 Gamification in logistics and supply chain education

PROGRESS

beginner

expert

LEARNERTeacher

NEW PERSPECTIVES

nDiVEOLT Grant 2013-2014 (AUD 220,000)

Torsten Reiners, Lincoln C. Wood, Vanessa Chang Christian Guetl, Jan Herrington, Hanna Teräs

nDiVEOLT Grant 2013-2014 (AUD 220,000) n-Dimensional Immersive Virtual Environment

• increase authenticity through inclusion of real-life complexity • use scenarios linked into a comprehensive supply chain • include gaming mechanisms to increase student engagement

Skills Training in L&SCM• Difficult to observe for the learner

• Long time-periods without events before the outcome of decisions becomes visible

• Consequences that are not desirable to replicate in real-life environments

Multiple Perspectives

nDiVE: 3D Environment

• Multiple communication channels • Social awareness• Knowledge transfer and understanding

• Presence• Feeling of being part of the environment• Increase of motivation and productivity

• Awareness of others• Decreasing barriers• Facilitation of collaboration

nDiVE: Authenticity

• Interested in complete immersion of learners in a scenario

• Not requiring a real-world setting• Pedagogical strategies to enable students

to act as if they were operating in a real environment

Can everything be a game !!!

Sure. Just add points

Sure. Just be a slave

http://vimeo.com/48164088

Pirate

• http://www.youtube.com/watch?v=t3dgM45gwvg

• Luka, Matej Peljhan

MEANING

MASTERY

AUTONOMYOBJECTIVES

DATAAPPLICATION

Key Ingredients

• Identify all the tasks you don’t like doing• Assign these various tasks and stuff point values• Base the rewards, like drinking a beer• Track everything• Modify the point values as needed• Have success weeks and milestone prizes

QUICK GUIDELINE

THANKS

Gamification Resources

Gamfication WikiBoook

CfC

Projector for living room