gamification: overview and exampleswhat is gamification? 4 gamification [definition from google]/...
TRANSCRIPT
Gamification: Overview and
Examples
Savi Maharaj
Computing Science and Mathematics
University of Stirling
Outline
• What is gamification?
• What can gamification be used for?
• Games versus interactive simulations
• Examples (most of the talk)
• Gamification for the Forestry Commission:
next steps
• Questions?
2
(A nostalgia trip: Hamurabi)
An inspiration for modern games like Civilization and Sim-City.
3
What is gamification?
4
Gamification [definition from Google]
/ ,ɡeɪmɪfɪˈkeɪʃ(ə)n/noun
the application of typical elements of game
playing (e.g. point scoring, competition with
others, rules of play) to other areas of activity,
typically as an online marketing technique to
encourage engagement with a product or service.
"gamification is exciting because it promises to
make the hard stuff in life fun"
McGonigal (2012)
What is gamification used for?
5
• “online marketing technique to encourage engagement with
a product or service”.
• Related: encouraging behaviour change
• But also: simulations and scenario exploration – e.g. “Serious
games”
• And: crowd sourcing, exploiting “human computation” and
citizen science – “Games with a purpose”
• And: education, social improvement – “Games for Change”
• And: scientific research – “virtual experiments”
• And: publicizing research, outreach
Games vs. interactive simulations
• Simulation (Shannon 1975): The process of designing a
model of a real system and conducting experiments with
this model for the purpose of understanding the behaviour
of the system and/or evaluating various strategies for the
operation of the system
– may allow interactive exploration of effects of changing parameters
• Gaming: starts with a simulation, but adds ‘play’ elements,
such as role-playing, scoring, winning/losing, strategies,
fun…
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Gamification as a marketing tool
Example:
FourSquare
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Gamification as a marketing tool
Example:
Turntable.fm
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Gamification for behaviour change
Example:
Fitocracy
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Gamification for behaviour change
Examples:
Volkswagen’s Fun
Theory; recycling in
Melbourne
10
“Serious games” (simulations)
Examples: taxation game
from issy.com; e-health
from santé-digitale;
livestock management
from ForgeFX
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“Serious games” (simulations)
Example: Screenshot from a bio-economic “war game”
model for plant disease in Australia (David Cook et al)
12
Serious games for policy exploration:
barge transport game
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Dutch Ministry of Transport project to
research scenario-based future of
barge transportation
Simulation model developed at
GameLab, TU Delft, using detailed
market data.
Multi-user game played by experts
from barge sector, complemented
with discussion sessions
Verbraeck (2014), Social Computer
Simulation and Serious Gaming: What Can
we Learn from Each Other, Social
Simulation Conference, Barcelona
“Games with a purpose”
Relates to: “crowd-sourcing”, “human computation”, “citizen science”. Examples: FoldIt, Phylo, Fraxinus(top), Genes in Space, Cell Slider, Cropland Capture (bottom)
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“Games for change”www.gamesforchange.org
Examples: Reach for the Sun
Stop Disasters!
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Games for Research: NonCropShare
environmental economics game
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NetLogo / HubNet 4-player
experimental game to
investigate how incentives
affect choices to maintain
non-crop habitat or use
pesticides.
Andrew Bell; Zhang, Wei; Bianchi,
Felix; and vander Werf, Wopke
(2013). NonCropShare – a
coordination game for provision of
insect-based ecosystem services.
IFPRI Biosight Program.
Games for research: social distancing study
• Avoiding contact with others so as to reduce the risk of becoming infected.
• Practiced since ancient times (e.g. Boccaccio’s Decameron)
• ... and in modern times (e.g., school closures, cancellation of public events,
individual decisions to avoid public places during epidemics)
Two questions:
• How effective is it? Does the economic cost of losing contact outweigh the
(possible) benefit of reducing the spread of the epidemic?
• And how do real people behave when faced with the threat of infection?
0.0 0.2 0.4 0.6 0.8 1.0
−4
000
−30
00
−2
00
0−
10
00
01000
200
0
α
ben
efit
� � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �
� p = 0.01
p = 0.25
p = 0.51
Results from Agent-based model:Benefit versus risk attitude for different types of disease
• For non-invasive
disease (p = 0.01)
there is no effect.
• For highly infectious
diseases (p >= 0.25),
there is a sharp switch
from positive to
negative benefit as risk
tolerance increases.
• Note that the best
region is very close
to the worst one
risk averse risk tolerant
• Maharaj and Kleczkowski,
Controlling epidemic spread
by social distancing: do it
well or not at all, BMC Public
Health 12(1), 2012.
• Idea: conduct experiments using a simulated epidemic
• Game implemented using participatory simulation
• A multi-agent simulation, in which the player controls one agent
and the others are controlled by computer.
• Created using Java Swing (front end) and NetLogo (back end).
But how do people really behave in epidemics?
ABS with animation: epidemic game
Risk attitude: cautious <–> relaxed
Epidemic
impact
(simulations)
Mean risk attitude of participants
Maharaj, Kleczkowski, Rasmussen, Williams (2013), (2014) in prep.
Aim: to investigate social distancing
responses during an epidemic
Game created using a NetLogo epidemic
simulation (back-end) with a Java Swing
animation (front end), and played by 230
experimental participants.
Epidemic Game V2
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Puzzle:
We found no correlation
between behaviour in the
Epidemic Game and
psychological
characteristics of
participants.
Next version:
Try to induce more realistic
behaviour by adding images
to “prime” subjects to think
of disease
22
Screenshots from “Epidemic Upgrade” developed in Unity 3D by Craig Docherty,
University of Stirling, a work in progress
Even more immersive: 3D Epidemic game
Goal: to investigate user valuation of
wild fire management policies such as
prescribed burn.
Game using realistic animations of wild
fires created with GIS data, FARSITE fire
simulation software and SpeedTree
tree rendering software.
Players could “walk” around or take a
“helicopter flight” over landscapes
Valuations compared with those from
standard survey instruments, and
found to be “closer to the truth”.
Fiore et al (2009), Virtual experiments and
environmental policy, J. Environmental Economics
and Management 57.
Games for research: wild fire
management virtual reality game
Games for Research: virtual reality
psychology experiment
• Example: Virtual Time Travel to the Past– Mel Slater, EventLab,
Barcelona
– http://youtu.be/g6gj7D3wsiU
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Oculus Rift 2 Head Mounted Display
Games for outreach: webidemics
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Games for outreach: Slug Trumps
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www.slugwatch.co.uk/
Games for Fun!
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Games for Fun!
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Games for Fun!
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Games for Fun!
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PESTS ?
Questions for the audience
• What should we gamify?
• Who will be the players? How will they be
motivated to play the game.
• Game or simulation? How important is play?
• Multiplayer or single-player? Different roles?
• How much realism/immersion is needed?
• How do we measure effectiveness?
• Timescale? Budget?
• More…?
31
Questions from the audience?
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