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

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( or, game thinking ) gamification rameshnath kala krishnasamy, M.Sc. IT

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

Page 1: gamification...gamification! “By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes”. Gartner, Inc., 2011 “the ‘gambrian’

( or, game thinking )

gamification

rameshnath kala krishnasamy, M.Sc. IT

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it’s all good! gamification!

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

Gartner, Inc., 2011

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“the ‘gambrian’ explosion” ~ will wright

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… that is not me.

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maybe, kind of, sort of...

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games are everywhere; everyone is a gamer

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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

\ ...

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

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

money! ;D

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typical implementation: > badges > points

> leaderboards

appeal primarily to ‘ACHIEVERS’

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Bartle’s player types

in MUDs

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‘Lifecycle Design: Sustainable Social

Systems’

Amy Jo Kim ->

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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

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girls are (generally) collaborative

players

boys are (generally) competitive

players

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Kim’s ‘social engagement

verbs’

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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

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(welcome/ goals/

progress/ achievable rewards)

(content/ activities/

challenges) (exclusivity/ recognition/

impact)

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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

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‘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

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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

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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

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(from Mihaly Csikszentmihalyi’s

‘flow’)

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easy to learn – hard to master

progress mechanics, lighting the way, towards mastery

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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

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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

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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

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sota examples

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SHINE

foursquare

little black bag

EVOKE

modcloth

Habit RPG Nike FuelBand

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sensors networked

3D acceleration

processing power programmable

permanent storage

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cameras

speakers

accelerometer

proximity sensor

microphones

multi-touch display

NFC

GPS/A-GPS

WiFi

bluetooth

gyroscope

GSM fingerprint sensor

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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

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chest

wrist

eyes

arm

feet legs

banking

governance

entertainment

tourism

education

healthcare

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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

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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

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banking

governance

entertainment tourism

education

healthcare