CHI 2011 Gamification Workshop
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Transcript of CHI 2011 Gamification Workshop
CHI 2011Workshop���
Gamification���S. Deterding, D. Dixon, L. Nacke, R. Khaled, K. O‘Hara ���Vancouver, May 7, 2011���c b n
#gamichi
Hashtag
Gamification
Outset
• Rich but disconnected body of existing research
• Mass-market proliferation of gameified applications
Goals
• Stocktaking and integration of existing research
• Identification of new research opportunities (offered by mass-market applications)
Workshop Outset & Goals
• What is the current state of research, and how to integrate it?
• Which existing approaches are well-suited to study gamification?
• Do gamified applications feature specific or novel, unresearched characteristics?
• What happens when game design elements are transferred into non-game contexts?
• Which promising (new) research topics and data sources do gamified applications provide?
Workshop Questions
What is this »gamification« thing?
Game
Playful interaction
»The use of game design elements in non-game contexts«
• Games, not play
• Elements, not whole games
• Design, not technology or practices
• Digital & non-digital
• Non-game contexts, not specific
Play
Whole Elements
Serious Games
GWAP Serious Gaming
Game-based tech
Gamification
• Lennart Nacke
• Rilla Khaled
• Dan Dixon
• Sebastian Deterding
• Kenton O’Hara
• (Miguel Sicart)
Who are these people?
• What are formal core game elements? – Rewards
– Challenge – Progress – Theme
• With what elements can we gamify HCI applications (Experimental tasks)?
Game Design Building Blocks Lennart Nacke
• current gamification design strategies do not make sense in many cultural contexts
• e.g. Janteloven in Scandinavia is about not standing out • how to make sense of gamification in cultural
contexts? • cultural values matter : gamification blurs boundaries
with the real world • culture and games share common conceptual ground • people‘s background culture does influence people‘s
interpretation of games – how can we harness this in design?
• gamification is somewhat subordinated to games: need to satisfy two literacies
Thoughts on Gamification and Culture Rilla Khaled
Types of player types • Bartle (1996)���
4 types of players in MUDs���
• Yee (2005)���3 main and 10 subcomponents���in MMORPGS
• Klug and Schell (2006)���9 player types���
• Jackson et al (2009)���8 orientations���in Adventure Rock���
• Canossa & Drachen (2009)���3 types of behaviour ���in Tomb Raider: Underworld���
• Kallio et al (2010)���9 reasons to play
• Commonalities���Achievement, Competition, Socialization
Dan Dixon
Situated Motivational Affordances���
Game Motivation
Intrinsic • Competence • Autonomy • Relatedness
Extrinsic
Social Context (frames)
Artifact (patterns, affordances)
• RQ: How are situational and artifactual autonomy support in games and gamified applications related to intrinsic motivation and the experience of ‘play’?
• Method: Interviews, video ethnography, experiment
• Theory: Frame Analysis (Goffman), SDT (Ryan, Deci), motivational affordances (Zhang)
Sebastian Deterding
9.00–9.20 Introduction
9.20–10.15 Papers I
10.15–10.30 Coffee break
10.35–11.35 Papers II
11.35–11.45 Industry perspective
11.45–12.15 Identification of emerging topics
12.15–13.15 Lunch
Agenda: Morning
13.15–15.30 World Café (with 15 min break)
15.30–15.45 Coffee break
15.45–17.30 Presentation and general discussion
17.30–17.45 Wrapup
17.45–18.15 Demos
19.30 Dinner at Cardero‘s
Agenda: Afternoon
1. Each player belongs to one of four teams: red, yellow, blue, green.
2. Each player is dealt one creativity card.
3. Each time a player makes a remark that uses the card, she scores a point for her team. She does so by announcing it to the table host.
4. Between rounds, players may swap cards within their team.
5. The team with the most points at the end wins.
6. Please return the cards at the end of the workshop.
Game rules
1. There are four rounds with 45 minutes each. Each table has a topic and host.
2. Choose the table that most interests you, keeping participants per table roughly equal.
3. Note ideas on the table cloth. At the end of each round, the table host will summarize results on the cloth.
4. At the end of each round,
• switch to a table you haven‘t been to yet,
• create a new one with a new topic if you find at least four participants (you‘ll be the first host),
• close a table if everyone agrees
5. The previous table host now presents the results of the past round and then hands her role over to a new host of the new round.
6. For the final round, again choose the table that most interests you.
World Café
Please summarize the results as follows:
• What is agreed on?
• What is contentious? How might it be resolved?
• What is open or unknown? How might it be answered?
World Café summary
• What have we already done?
• What should happen next? • How would we do that?
• What will you do next?
Workshop summary
Thank you Sebastian Deterding s.deterding@hans-bredow- institut.de
Dan Dixon [email protected]
Lennart E. Nacke [email protected]
Rilla Khaled [email protected]
Kenron O‘Hara [email protected]
1. Antin & Churchill: Badges in Social Media: A Social Psychological Perspective
2. Brewer et al.: Lights Off. Game On. The Kukui Cup: A Dorm Energy Competition
3. Cheng et al.: Finding Moments of Play at Work
4. Cheung: Consciousness in Gameplay
5. Choe: Roleplaying gamification to encourage social interactions at parties
6. Ahmet & Cramer: Gamification and Location-Sharing: Some Emerging Conflicts
7. Diakopoulos: Design Challenges in Playable Data
8. Gerling: Exploring the Potential of Gamification among Frail Elderly
9. Hoonhout & Meerbek: Brainstorm Triggers: game characteristics as input in ideation
10. Huotari & Hamari: “Gamification” from the perspective of service marketing
Presentations 11. Inbar et al: Driving the Scoreboard: Motivating
Eco-Driving Through In-Car Gaming
12. Kukkaniemi et al.: Play Society Research Project
13. Laschke & Hassenzahl: Mayor or Patron? The Difference Between a Badge and a Meaningful Story
14. Lee: What could media art learn from recent experimental games?
15. Müller : Gamification and Exertion: Using Gaming to Facilitate the Investment of Physical Effort
16. Nikkila et al: Playing in Taskville: Designing a social game for the workplace
17. Narasimhan: The Gamification of Television: Is there life beyond badges?
18. Reeves, Cummings & Anderson: Leveraging the Engagement of Games to Change Energy Behavior
19. Paharia: Bunchball.com
5/5/20111Yahoo! Presentation, Confidential
Badges in Social Media:A Social Psychological Perspective
Judd Antin andElizabeth F. Churchill
Internet ExperiencesGroup
Yahoo! Research
{jantin, echu}@yahoo-inc.com@juddantin, @xeeliz
This is Not a New Idea
The Social Purposes of Badges
Goal Setting
Instruction & ShepherdingInstruction & Shepherding
ReputationReputation
Status & Affirmation
Group IdentificationGroup Identification
Thanks
Judd Antin
Elizabeth F. ChurchillInternet Experiences Group
Yahoo! Research
{jantin, echu}@yahoo-inc.com
@juddantin, @xeeliz
You earned the “You Earned a Badge!”
badge!
(1)
Lights Off. Game On. The Kukui Cup:
A Dorm Energy Competition
Robert Brewer, George Lee, Yongwen Xu, Caterina Desiato, Michelle Katchuck, and Philip Johnson Collaborative Software Development Laboratory
Dept of Information and Computer Sciences University of Hawaii at Manoa
http://csdl.ics.hawaii.edu/
(2)
Motivation Many energy challenges • Environmental impacts • Peak oil • Energy security
Our relationship with energy must change
Energy conservation • Behavior can be major driver
Energy literacy
(3)
Question
How can we obtain sustained, positive behavioral changes with respect to energy usage?
(4)
The Kukui Cup A “next generation” dorm energy competition • Real-time energy data • Behavior change tools • Energy literacy “baked in”
Built for reusability • Open source systems: WattDepot & Makahiki
Inaugural competition • October 2011, 3 weeks long • 4 residence halls • 1000 first-year students
(5)
Engagement How do we get students to participate? • Prizes • Hype • Gamification
Two parallel competitions • Energy conservation • Kukui Nut points
Side games • Energy goal game • Raffle game
(6)
Open Issues “Onboarding” • Our primary focus so far • Early in-lab evaluations positive
Keeping things going • How do we keep the “masters” interested? • Developing 2nd level of interaction
After the competition ends • How to support top players? • Assist for next year’s Kukui Cup
Finding Moments of Play at Work
Li-Te Cheng
Sadat Shami
Casey Dugan
Michael Muller
John Patterson
Steven Rohall
Andrew Sempere
Werner Geyer
Center for Social Software IBM Research
Joan DiMicco
Summary
• When are appropriate moments of play for gamification in the enterprise?
• Single player gamification impacts individual employee’s work-based or spare time
• Multiplayer gamification impacts team time, social norms, corporate culture
• Examined five past projects at IBM
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AsynchronousIndividual discretionPersonal timeWhenever there is a free moment
SynchronousLimited shared timeTeam, social, corp contextBefore or afterwards
flickr: julianlim http://www.flickr.com/photos/julianlim/4598412264/
Gifford Cheung,The Information School / dub Group
University of Washington, Seattle
Assertion
A clear theoretical understanding of
how players make moves in a gaming
context will provide a framework for
understanding the impact of
game elements in non-gaming
contexts.
a Knowledge-based view of action(Giddens, 1984)
3 kinds relationship between action and knowledge
discursive: explainable weighed chess move
practical: habitual, verbally-unexpressed turn order, checking into 4square
unconscious: inhibited rationale
dimensions of game media
discursive: explainable weighed chess move
practical: habitual, verbally-unexpressed turn order, checking into 4square
unconscious: inhibited rationale
3 Adversity:
Where is the line
between discursive and
practical?
See also: Winograd & Flores, 1987
1 Presence:
(explainable/focused)
2 Readiness:
(habitual/practical)
applied: finding a desired balance between game and non-game
3 Adversity:
Where is the line
between discursive and
practical?
1 Presence:
(explainable/focused)
2 Readiness:
(habitual/practical)
Do the game elements
direct attention
away from
the desired activities
of non-game
elements?
(e.g. driving vs.
eco-gaming feedback)
What habitual
rhythm
is promoted by
the medium
for the game
(e.g. 4square
checkins)
and how is that aided
or disrupted by the
environment?
Taking the context
together as a whole,
different elements of
the experience alter the
adversity experienced
by the players. When
adversity is high, is this
the ideal challenge for
gamification?
Future directions
Discussing the applicability of these dimensions
is an interesting challenge. Both for
understanding game elements and designing
them.
Further discussion of alternate theories of
action, additional dimensions of games is
welcome!
Roleplaying gamification to encourage
social interactions at partiesSungwon P. Choe
Network Computing LabKAIST, Korea
AWE Wine Party
It’s a networkingparty.
Yeah! In Daejeon, Korea…
Yeah! In Daejeon, Korea
What A Party Host Wants
He wants it to be successful.
So, a friendlyatmosphere and
enjoyable interactions, right?
Party Host Concerns
Prevent and Resolve Social Problems
Making sure I don’t DJ too loud…
… and that there’s enough wine
I don’t know anybody here…
Overdrinking, fighting….
Prevent and Resolve Logistical Problems
Help People Socialize
Party Behaviors
They observed some
socializing behaviors
Some are more social than others….
More Social Behaviors
Deep Talker
…and are having an involved
conversation…
We found a common interest…
“Matchmaker”
My friend here studies in the same field…
Bridger
My friendshere also like salsa dancing…
Party Behaviors
Yeah, and…
Some are less social!
Less Social BehaviorsI don’t know anybody here…
Wallflower Wanderer
I guess I’ll walk over here…
Hit-and-runner
Who should I talk to next?
Initial Game Design
So they can encourage “more social” behaviors…
…with gamification!
Initial Game Design
Yeah, you could
complete a deep talker quest..
…and win a
Current Work
How far have they gotten?
Well, there are 3 stages…
Current WorkThey asked us to wear these
sensor badges
Stage 1: Collecting & Analyzing Data
To notify the host of
wallflowers and wanderers…
Stage 2: Party Host App
…and guests who might need help!Stage 3: Gamification App
Deep TalkingMatchmaking
Gamification and Location-sharingsome emerging social conflicts
Henriette CramerPost-doc researcher @ Mobile Life Centre, @hsmcramerMobile apps, Location-based services, Bots & Autonomous ‘things’, Social Computing, [email protected]
Presenter: Zeynep AhmetJunior researcher @ Mobile Life Centre, Mobile eco-systems, Service distribution models, Location-sharing services, Research-in-the-large. [email protected]
Location-sharing & check-ins
A check-in
- Manual pairing with semantic ‘venues’- Mix between private & public
- Potentially very large audiences
As in Barkhuus et al., 2008: Brown et al., 2008, Tang et al., 2010, Consolvo, 2005 & many more location-sharing studies:
Utilitarian uses:
easing coordination, lightweight communication, serendipitous meet-ups
Social- and identity-driven uses:
sharing lifestyle, events and sharing interesting information, self-presentation.
But there’s more!
Gamification
points, badges, mayorships
individual & social achievements
social: competition, ownership & mayorship battles
‘where was that?’
‘play’express who you are
inform
meet-ups
(un)plan
share life events
recommend a venue
share your opinion
check out the locals
build your identity
get a discount
‘own’ a place pass the time
‘where was I?’
Gamification elements have to co-exist with other motivatorsIf conflicts are inevitable, make the most of them!
voyeurism
More info?
mobilelifecentre.orgmobile-20.blogspot.com
henriettecramer.com
DESIGN CHALLENGES IN PLAYABLE DATA Nicholas A. Diakopoulos, Ph.D. Rutgers University, School of Communication and Information
Score: 50,000 Level: 12
GAME-Y INFOGRAPHIC CONCEPT
Retrieve Value Anomalies Range Filter Sort Cluster Correlate Extremes Distribution
Mechanics Answering ?s
Guessing Firing
Aiming Managing Resources
Design Elements Goals Rules
Scores / Rewards Competition
Advancement
AN EXAMPLE: SALUBRIOUS NATION
CHALLENGE AND BALANCE FOR DYNAMIC DATA
• Does the game break if data is updated, incomplete?
• Different data can change difficulty.
• How to make game designs adaptable?
COORDINATES
Nick Diakopoulos Twitter: @ndiakopoulos Email: [email protected] Web: http://www.nickdiakopoulos.com
http://www.salubriousnation.com http://sm.rutgers.edu/vox
CHI 2011 Workshop on Gamification
Kathrin Gerling, M.Sc.Entertainment Computing Group, University of Duisburg-EssenInteraction Lab, University of Saskatchewan
• Demographic development in western societies leads to an increased group of (frail) elderly persons [8]
• Research results suggest positive effects of digital games on cognitive, emotional and physical well-being of elderly [1, 6]
• Game elements and games have successfully been integrated into physical therapy and cognitive training, e.g. [1, 7]
Further exploration of the augmentation of routine tasks and leisure activities through gamification
Examination of challenges arising from the characteristics of the target audience, e.g. age-related impairments
• Augmentation of regular tasks‐ Motivating users to remain active,
participate in therapy, ...
‐ Competition with peers is an important factor
• Re-creating inaccessible real-world experiences
• Gamification for social interaction‐ Fostering relationships between
elderly persons
‐ Re-connecting different generations
• Impact of age-related changes and impairments [3, 5]
• Lack of gaming experience among today‘s elderly‐ No domain knowledge, no common ground in digital gaming
‐ Often extensive board and card gaming experience
Gamification approaches cannot benefit from gaming literacy
• Creation of rewarding experiences‐ Importance of meaningful play, personal development
‐ High level of usability and accessibility necessary
• Workload and computer literacy of nursing staff
Access barriers have to be reduced to allow elderly persons toengage in playful activities
Jettie Hoonhout and Bernt MeerbeekPhilips ResearchMay 7, 2011
Brainstorm Triggers: game characteristics as input in ideation
Concept development at Philips Research: some examples
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Research work around games: some examples
amBX Entertaible
Philips Research, May 7, 2011
amBX Entertaible
StoryToy SplashBall
UX input early on in the development
• Problem description:– User experience (i.e., affective aspects) increasingly important in
product development– Many evaluation tools, rather few early stage tools– How to incorporate UX input early on?
Philips Research, May 7, 2011 4
– How to incorporate UX input early on?
• Possible approach:– Games are ultimate user experience, strong affective appeal– Can game elements be used for consumer electronics?– Why not use game application rules as triggers in brainstorms…
• E.g.: perceived progress, clear goals, curiosity&exploration, competition
Robot vacuum cleaner case
• Example brainstorm idea used in concepts: robot vacuum cleaner shows in a fun way that it is putting extra effort in cleaning a very dirty spot (also well-liked in subsequent evaluation by consumers)
Philips Research, May 7, 2011 5
• Learnings regarding brainstorm triggers:
– Appears to result in different type of ideas (more playful) compared to “normal” brainstorms
– Not all triggers easy to work with � adapt process
– Not all triggers seem suitable for consumer electronics…
“Gamification” from the perspective of service marketing
CHI 2011, Gamification Workshop
Kai HuotariJuho Hamari Helsinki Institute of Information Technology HIIT
Emergence of service marketing Classical marketing theory is based on the exchange of physical goods and cannot provide a sufficient understanding on services.
Vargo & Lusch (2004) launched the term service-dominant (S-D) logic for marketing and proclaimed that the service approach should replace the classical marketing theory.
Value-in-use approach helps explain the ubiquitous applicability of the service logic and the profound difference between the traditional, goods-dominant logic and the new service-dominant logic.
In traditional marketing theory, value is considered to be created during the production process by the company and to be embedded in the product.
Service marketing literature sees the customer always participating in the production process as the value is generated only once the customer uses the service or the good.
Service, service system and service package
Vargo and Lusch (2004) define service as “the application of specialized competences (knowledge and skills), through deeds, processes, and performances for the benefit of another entity or the entity itself”. Thus, any intentional act - no matter how small - that helps an entity can be considered a service.
“Service system is an arrangements of resources (including people, technology, information, etc.) connected to other systems by value propositions”. (Spohrer et al., 2008)
Service package (Grönroos, 2007) helps firms manage bundled services or service systems. The basic service package consists of the core service, enabling services and enhancing services. Enabling services are required for the offering of the core service while enhancing services support the offering of the core service and thus increase its value or differentiates it from the services of the competitors.
Games as service systems
Salen & Zimmerman (2004): “Game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome”.
Cook (2006): “Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.”
Looked through the service marketing literature described above, game mechanics can be seen as services and games as service systems.
A Proposed definition for gamification
Gamification is a form of service packaging where a core service is enhanced by a rules-based service system that provides feedback and interaction mechanisms to the user with an aim to facilitate and support the users’ overall value creation.
CHI2011 Gamification Workshop
ECODRIVING
Ohad Inbar Noam Tractinsky Ben Gurion University
Omer Tsimhoni Thomas Seder
General Motors
ECODRIVING
CHI2011 Gamification Workshop
Eco Driving
Eco-driving is a win-win proposition for:
Individuals, who can benefit from reduced fuel consumption.
Society, through reduced emissions.
ECODRIVING
CHI2011 Gamification Workshop
Existing Designs
Chevrolet Volt Ford’s EcoGuide
Kia Soul Honda Insight
ECODRIVING
CHI2011 Gamification Workshop
Gamifying Driving
“When we observed hybrid drivers, we found they
were going for high scores, a gaming behavior that
has never existed in cars before.”
- Steve Bishop, IDEO
ECODRIVING
CHI2011 Gamification Workshop
Proposed Framework
Private
Eco-‐driver of the day award
Your name on a variable message sign
In-‐car messages
Permit to use carpool lane
Public
External Internal
ECODRIVING
CHI2011 Gamification Workshop
Example
Public + External: Your name on a variable message sign
Private
Eco-‐driver of the day award
Your name on a variable message sign
In-‐car messages
Permit to use carpool
lane
Public
External Internal
ECODRIVING
CHI2011 Gamification Workshop
Future Research
1. Employ ethnographic methods to study the actual
interaction of drivers with existing eco-driving interfaces.
2. Study the effects of ‘tangible’ (monetary-like) rewards on
drivers’ attitudes.
3. Explore the effects of social
interaction and social networks
on the relationship dimension.
Private
Eco-‐driver of the day award
Your name on a variable message sign
In-‐car messages
Permit to use carpool
lane
Public
External Internal
Play Society
CHI Gamifica+on Workshop 8.5.2011
Playful Events
Collec3on
Play Society Project Structure
Hypothesis Playfulness
Proto design and
Development
Experiments
Analysis More Experiments
Valida+on
2011 2012-‐2013
Synthesis
Playfulness Model
Development
Design Recommenda+ons
Playfulica+on and Gamifica+on
• Playfulica+on are aligned topics, but not the same. • Strict differen+a+on is not necessarily feasible
• BoQoms up conceptualiza+on of playfulness • Iden+fy real playful events (long list) ⇒ Form clusters ⇒ Elaborate clusters structural founda+ons
• Theore+cal founda+ons are based on the PLEX work (see for example Korhonen et al DPPI 2009)
Mayor or patron? The difference between a badge and a meaningful story. Matthias Laschke//Marc Hassenzahl Folkwang University of the Arts
Mayor or patron? The story
It is a beautiful day. Eva plans visiting her favorite pub the “zweibar”. She strolls to the “zweibar”.
While Eva’s mind is already in the “zweibar”, Foursquare offers Sarah a 300 'Explorer' badge.
Mayor or patron? The story
While Eva’s mind is already in the “zweibar”, Foursquare offers Sarah a 300 'Explorer' badge. She also strolls to the “zweibar”.
Mayor or patron? The story
Mayor or patron? The story
Eva thinks about the nice atmosphere and her preferred waitress Lisa.
Mayor or patron? The story
Sarah thinks about getting the 300 ‘Explorer’ badge.
Both arrive at the same time. While Eva’s mind is set on pleasant anticipation, Sarah still thinks about her badge.
Mayor or patron? The story
As expected, Eva’s bar-experience is really good. Lisa is on duty and many other good friends are there. She feels rewarded by the situation in itself.
Mayor or patron? The story
Sarah feels a bit left alone. It’ s definitely not her first time in a bar, but the “zweibar” is new to her. Could Foursquare offers something beyond a badge?
Mayor or patron? The story
It could…
Explore all locations in the bar. One could be your favorite place.
Mayor or patron? The story
Explore all locations in the bar. One could be your favorite place.
Mayor or patron? The story
Explore all locations in the bar. One could be your favorite place.
Talk to a stranger and ask him/her to coffee.
Ask for the first name of the staff. They will be glad.
Try to take a seat next to a nice person. Don’t hesitate!
Mayor or patron? The story
Mayor or patron? The story
Finally, Sarah gets a touch of Eva’s good bar-experiences. She will maybe come back. With or without a offered badge? Her visit could be now filled with meaningful stories and experiences.
Mayor or patron? The story
Instead of simple extrinsic rewarding, gamification systems should offer, help and improve likeliness of worthwhile experiences.
Try to take a seat next to a nice person.
Don’t hesitate!
Explore all locations in the bar. One could
be your favorite place.
Try to take a seat next to a nice person.
Don’t hesitate!
Talk to a stranger and ask him/her
to coffee.
Ask for the first name of the
staff. They will be glad.
Hyun-Jean Lee
The Graduate School of Communication and ArtsYonsei University
Seoul, Republic of Korea
What could media art learn from recent experimental games?
My Background…
→ What is the meaning of “interactivity” ?
→ Why and how interactive experiences can be perceived differently in interactive media art work from fine art work?
Fine Art Interactive Media Art Digital Media
Painting, Video, Installation Art Computer-based Interactive Installation
Theory and Practice in Digital Media
Art as Experience: Interactive Engagement
“A work of art is an individualized participating experience (…) that are imaginatively evoked, summoned, assembled, and integrated are embodied in material existence that here and now interacts with the self””
– Dewey, Art as Experience, 1984
The basic model of feedback loopIn the camera-screen interface, the simultaneous reception and projection of an image
between the camera and monitor with the human body centered in this camera-monitor encapsulation.
Physical and Perceptual Interactivity in Camera-Screen Interface
A physical feedback loop
Physical and Perceptual Interactivity in Camera-Screen Interface
A physical feedback loop
Physical and Perceptual Interactivity in Camera-Screen Interface
Physical and Perceptual Interactivity in Computational Interactive Systems
An electronic feedback loop
A code-level feedback loop
Physical and Perceptual Interactivity in Computational Interactive Systems
A psychological feedback loop
Physical and Perceptual Interactivity in Computational Interactive Systems
Critical Distance for Self-Reflection
As the camera and the monitor in the artwork encapsulate the interactor's body and mind in an instant feedback loop, the interactor becomes a part of the interface mechanism and responds to the artwork system.
This kind of direct mirroring experience in interactive screen-based media artworks hardly allows the viewer the critical distance or time needed for self-reflection.
Therefore, in media art experience, the critical distance or time needed for self-reflection in the course of interaction needs to be greatly considered.
And the interactive mechanism based on computational closed feedback system needs to be approached more philosophically and aesthetically.
Currently I am …
Teaching Graduate Students in Media Art major ...
Teaching “Game Design and Culture” for Undergraduates …
What Could Media Art Learn from Recent Experimental Games?
The diverse approaches in experimental game practice and research becomes useful references to enrich interactive experience.
Persuasive Game
Newsgame
Pervasive Game
…Casual Game
What Could Media Art Learn from Recent Experimental Games?
Sophisticated Interactivity
Critical and Aesthetic Attitudes
The Wide and Creative Use of Technologies
Pervasive GameCasual Game
Persuasive GameNewsgame
Persuasive GameNewsgame
For the sophisticated and reflective interaction
Sophisticated Interactivity The methodical and rhetorical approach and understanding to interactivity in game research and practice helps to improve the approach of interactivity in media art.
• Procedural rhetoric: Tighter symbolic coupling between user actions and procedural representation can be produced from the video games.
• Play: The possibility space refers to the myriad configurations that the player might construct to see the ways the processes inscribed in the system work. Thus, while interacting with the system, the player literally fills the gap between subjectivity and the game processes and performs a great deal of mental synthesis.
• Selective modeling in abstraction:The videogame’s method of selectively modeling appropriate elements of that world in “abstraction” creates the “empathetic and dialectical engagement” and “vivid experience” of interaction.
Persuasive Games: The Expressive Power of Videogames, Ian Bogost
Critical and Aesthetic AttitudesIn “Newsgames” and “Persuasive games”The critical and aesthetic attitudes recently presented in game design practice are also useful to enhance the media art interaction to a more critical and reflective level from the cultural and societal sides.
Newsgames, Ian BogostSimon Ferrari and Bobby Schweizer
September 12th Madrid Cut throat Capitalism
McDonald gameEveryday the Same Dream
Critical and Aesthetic Attitudes“Pervasive games”“Pervasive games” also use the strategy to look at the community and neighborhood with critical insights and reconstruct them as a game environment.
By using their bodily engagement in the play, in these games players explore how to creatively combine the physical with the digital, life with play, virtual with real. These processes also show critical and reflective approaches to think of their subjectivity in the context of play and design at a societal and aesthetical stance.
Persuasive Games: Theory and Design, Markus Montola, Jaakko Stenros and Annika Waern
The Wide and Creative Use of Technologies
The wide and rich use of media technologies in games helps to think of the inter-relationship between media and technology for creative media art practice.
• The pervasive games widely use the pervasive technologies and ubiquitous computing.• The novel interface technologies such as Nintendo Wii and Microsoft Xbox Kinect,
involve intuitive user interactions.
A Casual Revolution, Jesper Juul
Nintendo Wii
MS Xbox Kinect
Conclusion
As game design and research have culturally, technologically and theoretically widened, its new possibilities and critical interaction methodologies become to influence on other domains of research and practice, particularly on interactive media art.
The game strategies to involve the sophisticated and reflective interaction from the players deliver useful lessons to be referred.
Thank You !
“Aesthetic experience is imaginative. (..) Imagination is the only gateway through which these meanings can find their way into a present interaction. ”
- Dewey, Art as Experience, 1984
playing in taskvilledesigning a social game for the workplace
{shawn.nikkila, silvan.linn, hari.sundaram, aisling.kelliher}@asu.edu
taskville motivation
In today’s workplace, diverse and distributed teams from around the world are working on complex problems.
taskville motivation
taskville motivation
http://www.google.com/intl/en/jobs/locations/
taskville motivation
http://research.microsoft.com/en‐us/labs/default.aspx
taskville motivation
How can individual workers be more aware of activities in the larger enterprise through gamification?
taskville motivation
https://bugs.launchpad.net/ubuntu
taskville motivation
How can we give feedback to repetitive and mundane tasks in a fun way through gamification?
introducing taskville
user feedback
• What is a task?• Intra-group vs. inter-group competition• Privacy
future directions
• How can we gamify communication between family members over long distances?
• How can we gamify compliance in the medical domain?
MOTOROLA and the Stylized M Logo are trademarks or registered trademarks of Motorola Trademark Holdings, LLC. All other trademarks are the property of their respective owners. © 2011 Motorola Mobility, Inc. All rights reserved.
Applied Research Center
The Gamification of Television Is there life beyond badges?
Nitya Narasimhan Motorola Mobility, Inc.
Gamification Workshop CHI 2011
May 7, 2011
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 2 Page
We need new ways to track & engage audiences
3/8/2011 © 2011 Motorola Mobility, Inc
• Television viewing is now at user’s convenience – Time (when) – Place (where) – Device (how) – Source (from whom)
• Increasing Fragmentation – Of Audience (targeting) – Of Attention (engaging)
• Can Gamification Help?
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 3 Page
But ‘Engagement’ has many facets
3/8/2011
Synched- Viewing Behaviors
Post-Viewing Behaviors
Pre- Viewing Behaviors
Will the user watch the show?
Degree of interest (live vs. DVR,
alone vs. social)
Is the user watching the show?
Degree of attention (full vs. partial, like vs. bored)
Is the user invested in the show?
Degree of follow-up (search, learn, share,
buy, record)
© 2011 Motorola Mobility, Inc
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 4 Page
The state of Gamification NOW: a focus on loyalty
3/8/2011
Synched- Viewing Behaviors
Post-Viewing Behaviors
© 2011 Motorola Mobility, Inc
Rewards for watching the show Rewards for further engagement
Focus on Social Focus on Entertainment
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 5 Page
Opportunities for Gamification NEXT
3/8/2011 © 2011 Motorola Mobility, Inc
The Attention Challenge
The Analytics Challenge
The Sustainability
Challenge
Make it EFFORTLESS
Make it MEANINGFUL
Make it LAST
Difficulty
Util
ity
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 6 Page
#1: The Attention Challenge in Synched Viewing
3/8/2011 © 2011 Motorola Mobility, Inc
• Television involves lean-back consumption (passive)
• Social TV apps create lean-forward interaction (active) – Add to user effort (context
and activity inputs) – Take user attention away
from onscreen content
Can gamification make the interactions “fun” without taking viewers’ attention away from content?
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 7 Page
#1: Opportunity for “Attention-Preserving” IO Toolkits
3/8/2011 © 2011 Motorola Mobility, Inc
Can gamification make the interactions “fun” without taking viewers’ attention away from content?
http://www.designboom.com/history/numberonefoamhand/07.jpg
Digitize Fun Interactions, Sense Ambient context
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 8 Page
#2: The Analytics Challenge: Growth but Sparsity
3/8/2011 © 2011 Motorola Mobility, Inc
• Social TV apps today focus on presence (check-in), sentiment (like) & comment
• No incentive (or support) for multiple repeat events – Coarser granularity (like a
show not a segment) – Undifferentiated intents
(early vs. late check-in)
Can gamification persuade users to check-in “more” or perform more “diverse” activities (like, dislike) to differentiate intent?
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 9 Page
#2: Follow the verbs: Create/Reward more activities
3/8/2011 © 2011 Motorola Mobility, Inc
• Also impacts rewards and incentives schemes (more earn/burn options)
Can gamification persuade users to check-in “more” or perform more “diverse” activities (like, dislike)
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 10 Page
#3: The Sustainability Challenge: Beyond ‘novelty’
3/8/2011 © 2011 Motorola Mobility, Inc
• Understand individual viewer motivations and evolve ‘game elements’ to support or surprise them
• The problem: everyone watches television. There is no clear set of ‘player types’ http://www.slideshare.net/amyjokim
/gamification-101-design-the-player-journey
Can gamification platforms evolve to suit different player types? What are the player types for social television?
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 11 Page
#3: Games With a Purpose: An MVC Approach
3/8/2011 © 2011 Motorola Mobility, Inc
• Same model. Different views for different players. – Games for Analytics – Games for Search – Advergames
• Example: Want to get viewers to “tag” video? – Drinking game (fun) – Advisory tags (altruism)
Can gamification platforms evolve to suit different player types? What are the player types for social television?
http://appadvice.com/appnn/2011/02/drinking-game-app-combines-beer-media-viewing
APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP 12 Page
Summary
3/8/2011 © 2011 Motorola Mobility, Inc
Can gamification make the interactions “fun” without taking viewers’ attention away from content?
Can gamification persuade users to check-in “more” or perform more “diverse” activities (like, dislike) to differentiate intent?
Can gamification platforms evolve to suit different player types? What are the player types for social television?
Leveraging the Engagement of Games to Change Energy Behavior
Byron Reeves Stanford University
H-STAR HUMAN SCIENCES AND TECHNOLOGIES
ADVANCED RESEARCH INSTITUTE
James J. Cummings Stanford University
Dante Anderson Seriosity, Inc.
The Opportunity
A 10% reduction in energy use will lower the quantity of fossil fuels consumed by an amount roughly equal to a 25-fold increase in wind plus solar power, or a doubling of nuclear power (Sweeney, 2007).
This opportunity involves behavior change
The engine of behavior change is information
The problem
Billions spent gathering information Smart sensors and infrastructure Tons of information
But energy information is dull Complex UI’s Problems are distant Feedback separated from behavior “What I get” not obvious (even $)
5/6/11 4
The idea
Use successful ingredients from games: Self representation; feedback; community connections,
ranks and levels; teams; virtual economies; compelling narrative
Make a multiplayer game that connects home smart meters with game play Track energy use Feedback displays in game Links to social networks and mobile devices
Background
New gamer generation Dominant genre of new media
New “science of fun” New research about why games work
Games work in other serious contexts Health, business productivity, learning
Increasing attention to serious games IBM, State Farm, P&G, Microsoft, military, security,
education, health
+
Guiding concepts
Mix real and virtual House and real behavior as joystick for game play
Build professional games introduced at scale ARPAe Seriosity, Inc.
Fit current game trends Farmville Facebook
Stay true to game sensibilities! Even though the game goals are serious Fun, multi-period, rewards, teams, feedback…
8
2
3
4
5
6
7
8
10
Site/App
12
The Problem
Traffic Op)miza)on “A1ract” Content
Op)miza)on “Sa)sfy”
User Op)miza)on “Influence”
13
Bunchball gives business owners real-‐9me influence
over consumer behavior through Gamifica8on.
Reward Status Achievement Self
Expression Compe88on Altruism
Points
Levels
Challenges
Virtual Goods
Leaderboards
GiFing & Charity
Gamifica8on Sa8sfies Human Needs
14
15
2 Kinds of “Gamifica8on”
Content
Game
Content
Game
gamifica8on.com