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