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GAMIFICATION What is, what is not and where it is useful Alberto Signoretti Nuno Almeida Diogo Vieira Ana I. Martins António Teixeira 2 nd INTERNATIONAL WEEK - 2015 DEPARTMENT OF ECONOMICS, MANAGEMENT AND INDUSTRIAL ENGINEERING

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GAMIFICATION

What is, what is not

and where it is usefulAlberto Signoretti

Nuno Almeida – Diogo Vieira – Ana I. Martins – António Teixeira

2nd INTERNATIONAL WEEK - 2015DEPARTMENT OF ECONOMICS, MANAGEMENT AND INDUSTRIAL ENGINEERING

And/or if it is you

during the presentation…

If you came to this

presentation…

FIRST... First of All…

❏ Just after lunch??? You must be kidding!!! kkkkk

You will loose the PRIZE!!!…

First of All… A little game

❏ Playing a memory game…

❏ There are several signs hidden in the slides…

❏ Colors, shapes, words…

❏ A lot of things…

❏ Find the hidden signals during the presentation…

❏ What means: PAY ATTENTION!! Don’t be the “suricato”!!!

❏ When you see the chart “It’s time to play”…

❏ Use your smartphone or computer and go to the game page…

❏ Play the game…

❏ The best score with the short time wins the PRIZE!!!

❏ Let’s try a gamification for this presentation

First of All… A little game

Wellcome to a “Gamification” journey

First of All…❏ I am not an EXPERT… (there are some “evangelists”)

❏ “Gamification” is a very tricky Buzzword…

❏ Well, who am I and the group I am working with?❏ UERN/DI State University of Rio Grande do Norte / Department of Informatics (an Italian Brazilian guy lost in Portugal…)

❏ UA/DETI/IEETA University of Aveiro / Department of Electronics, Telecommunications and Informatics / Institute of Electronic

Engineering and Telematics of Aveiro

❏ Research Areas: AI, Multi Agent simulations, Gamification, Virtual assistants, Elderly support

❏ We will talk about Gamification:❏ Before the “Bullshit Era” Ian Bogost, 2011

❏ After the “Bullshit Era” Janet H. Murray, 2013

Hope!

First of All… Perception

❏What is the human perception?❏ The process or state of being aware of something

❏ Insight or knowledge gained by thinking

❏ The capacity for such insight or knowledge

❏ …

❏Why we see things different?❏ Why girls always find when the boys lie?

❏ Why girls see salmon and the boys see beige?

❏ …

❏What gamification has to do with perception?❏ Everything!!!

First of All… Perception

❏For whom we create things?❏ For USERS!!!

❏What Really matters?❏ The perception of the USER!!!

❏What we can consider as a baseline?❏ Give to others the same you want to receive!!!

Gamification - Origins

❏ “Gamification” as a term originated in the digital media industry.

❏ The first documented use dates back to 2008

❏ The term did not see widespread adoption before the second half of 2010

❏ The same as:

❏ “productivity games”

❏ “surveillance entertainment”

❏ “funware”

❏ “playful design”

❏ “behavioral games”

❏ “game layer”

❏ “applied gaming”

❏ “exploitationware” (The “bullshit” definition)…

Gamification - Definitions

❏ “The adoption of game technology and game design methods outside of

the games industry”

❏ “The process of using game thinking and game mechanics to solve

problems and engage users”

❏ “Integrating game dynamics into your site, service, community, content or

campaign, in order to drive participation”

“Gamification” is the use of game design elements

in non-game contexts

Gamification – What is not!

❏ A Product… It is a PROCESS!

❏ Only the use of badges, points or leaderboards…

❏ Everything is a game…

❏ The fix for a bad product…

❏ …

Why Games?

❏ There is something MAGICAL about games!

❏ They contain special POWER:

❏ Power to captivate us and draw us in,

❏ Power to encourage us to repeat things we've seemingly done before,

❏ Power to get us to spend money on things that seem not to exist,

❏ Power to get us to solve unnecessary complex problems repeatedly,

❏ Power to get us incredibly persistent,

❏ Power to get us ENGAGED,

❏ And so forth….

❏ Pervasive games (augmented reality, geolocation, other sensors…)

❏ Wearable technologies

Why Games?

By Jane McGonigal

Why Games?

By Jane McGonigal

Why Games?

We want these kind of

REACTION!!!

By Jane McGonigal

Gamification

By Jane McGonigal

The Engagement/Motivation Science

❏ Fogg Behavior Model (FBM) – by B. J. FoggMotivation, Ability, Trigger

❏ Conditioning – by SkinnerReinforcement

❏ Flow – An optimal state of intrinsic motivation – by M. CsikszentmihalyiAn optimal state of intrinsic motivation

❏ The Paradox of Choice – by SchawrzLess is More, Tyranny of choice

❏ P.E.R.M.A. – Positive Phycology – by Martin SeligmanPositive Emotions, Engagement/Flow, Relationships, Meaning, Accomplishment

❏ HOOK Model – by Nir EyalTrigger, Action, Reward, Action

❏ DRIVE Model – by Daniel H. PinkAutonomy, Mastery, Purpose (Designing, Story, Symphony, Empathy, Play, Meaning)

❏ The Power of Habit – by Charles DuhiggCue (Trigger), Routine, Reward

❏ 4 Key for Fun – by Nicole LazzaroEasy Fun (Novelty), Hard Fun (Challenge), People Fun (Friendship), Serious Fun(Meaning)

❏ Behavioral Economy

The Engagement Science

Engagement changes during a player’s lifecycle

Amy Jo KIM

The Engagement Science

Amy Jo KIM

Positive EmotionFun / Delight / Trust / Pride / Curious

Newbie

Onboarding

(social) Call to ActionCustomize / Share / Help / Compete

Player (re)EngagementTask / Mission / Game / Quiz / Gift

Visible Progress Stats / Challenges / Awards / Messages

Design: Attention!

Killers Achievers

Socializers

Explorers

Design: Players Type (MMO)❏ Bartle’s mud Player Types – 1996 (Richard Bartle)

❏ Achievers are interested in doing things to the game,

ie. in ACTING on the WORLD

❏ They are proud of their formal status in the game's built-in level

hierarchy, and of how short a time they took to reach it

❏ Explorers are interested in having the game surprise

them, ie. in INTERACTING with the WORLD

❏ They are proud of their knowledge of the game's finer points,

especially if new players treat them as founts of all knowledge

❏ Socialisers are interested in INTERACTING with other

PLAYERS

❏ They are proud of their friendships, their contacts and their

influence

❏ Killers are interested in doing things to people, ie. in

ACTING on other PLAYERS

❏ They are proud of their reputation and of their oft-practiced

fighting skills

Design as a Game Designer

Dynamics Mechanics

Aesthetics

Player

Journey

Levels

Player

Journey

Points

Leaderboards

Badges

Missions

Mechanics

Virtual

Goods

Fun

Delight

EnvyPride

Aesthetics

Surprise

Satisfaction

Trust

Connection

Curiosity

Design as a Game Designer

Progressive

Unlocks

Appointments

Dynamics

Dynamic

Systems

Reward

Schedules

PacingPlayer

Journey

Design for Fun and Learning

❏ 3 Fs (Zichermann): Friends, Feedback & Fun

❏ Meaningful environment

❏ Learning is the drug. Fun arises out of mastery (Amy Jo KiM)

❏ FUN?… Back to PERCEPTION!!!

❏ Why fun matters: in search of emergent playful experiences by Sonia Fizek

❏ Rethinking Gamification

❏ 4 Keys 2 Fun

Desing for Fun and Learning

❏The best rules… (by J. P. Rangaswami)

❏Clear GOALS to increase engagement and creativity

❏Ability matched to levels

❏Feedback to increase concentration, Flow and the way to mastery

❏People like BOND communicating and creating communities

❏Trust Bond Share

GAMIFICATION

❏ It’s time to PLAY!

❏ Use your smartphone or computer and go to the game page…

❏ URL: …………..NET

❏ Wait to start…

❏ Play the game…

❏ Good luck…

❏ The best score with the short time wins the PRIZE!!!

Thanks!

Contact:Email: [email protected]

Web: http://albertosignoretti.weebly.com/

GAMIFICATION