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Carla hoekendijk

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Presentatie Carla Hoekendijk tijdens CIOnet event "Game in the City"

Presentatie Carla Hoekendijk tijdens CIOnet event "Game in the City"

Published in: Entertainment & Humor, Design

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  • Marc Prensky,CEO of Games2train
  • Al Gore, games for change, http://www.joanganzcooneycenter.org/Cooney-Center-Blog-158.html
  • http://gamification.org/wiki/Encyclopedia
  • je moet dagelijks terugkeren dingen verbouwen, cadeaus van vrienden accepteren etc...70 miljoen mensen moeten hun dagindeling veranderen als zynga bepaalt dat een bepaalde groente op een ander moment geoogst wordt... vgl communistische regimes, erg goed in mensen hele dagen bezig houden...
  • medicijnen op tijd in nemen, vitality,pillkey met alarm
  • maar net als bij school diploma’s niet een echt goed ontworpen game...school als een game, maar dan ook meer aandacht in =verbetermogelijkheden...rpinceton level op experoiencepoints
  • level up en
  • top 7 van mensen die elkaar de bal toespelem...
  • http://fold.it/portal/
  • http://gamification.org/wiki/Gamification
  • Transcript

    • 1. Game in the CityCIO-Net meeting Carla Hoekendijk
    • 2. what are games?
    • 3. what are games? … an interactive, goal-oriented activity, active agents to play against,in which players (including active agents) can interfere with each other. Chris Crawford
    • 4. what are games?games are motivational machines and adaptivecontexts enabling and stimulating realaction and experiencesplaying, beingcreative is takingrisks
    • 5. complex, playful interaction models
    • 6. why games?• Games are form of play. That gives us intense and passionate involvement.• Games have rules. That gives us structure.• Games have goals. That gives us motivation.• Games are interactive. That gives us doing.• Games have outcomes and feedback. That gives us learning.• Games are adaptive. That gives us flow.• Games have win states. That gives us ego gratification.• Games have conflict/competition/challenge/opposition. That gives us adrenaline.• Games have problem solving. That sparks our creativity.• Games have interaction. That gives us social groups.• Games have representation and story. That gives us emotion.
    • 7. why games?• active learning• experiential learning• problem-based learning• immediate feedback• learner-centered learning• problem-solving in complex systems• creative expression• social relationships• challenges to the player to prioritize among competing objectives
    • 8. applied games serious games = applied gamesgames designed for a primary purpose other than pure entertainment. advergames, learning games, games for health, games for change
    • 9. the future of games1. First impressions matter. Youve got about 5 seconds to make a gamer feel smart, and to leave her with a good or better impression than she expected.2. Gamers better be able to win, and win fast, if you want him coming back for more.3. Your landing page is crucial. Make sure your graphics are first rate and your interface is intuitive.4. Badges, points, and avatars matter -- but not to the exclusion of that all important "fist-pumping moment" a gamer will show you when have a winner on your hands.5. By a 3-1 ratio, games based on cooperation beat out games based on competition - which is "encouraging news," Gore said, about gaming and social connectivity.
    • 10. gamification the use of game play mechanics for non-game (consumer) applications, products and other related servicesto solve problems and engage audiences
    • 11. game mechanics• appointmentdynamic• be at a certain time on a certain spot to do a specificaction
    • 12. appointmentdynamic - realityshow up at a certain time at a certain place is a part of ourdaily routine
    • 13. appointmentdynamic - game farmville –dailyattentionornot
    • 14. appointmentdynamic - positiveextra pointswhenyoutakeyourmedicine in time
    • 15. game mechanics• influence, status en success• a players capacity to influence the behavior of others through social pressure• possibility to upgrade status / reputation
    • 16. influence / status dynamic - reality thestatus of the card...
    • 17. influence / status dynamic - reality twitter – personal brand building
    • 18. influence / status dynamic - reality scarcity to increase the demand
    • 19. influence / status dynamic -game modern warfare, call of duty
    • 20. influence / status dynamic -positivemotivation...it is a game withlevels and scores...
    • 21. game mechanics• progress-dynamic, completion-dynamic• measuring success by measuring progress or completion of a task
    • 22. progress-dynamic – reality there is a ‘progress bar’despite that I am only 30% complete...
    • 23. progress-dynamic - gamewhat is my score,howmanylevels to go...
    • 24. progress-dynamic - positive Check-in Find your Friends Unlock your CityFoursquare gives you & your friends new ways to explore your city. Earn points & unlock badges for discovering new things.
    • 25. game mechanics• collaborative exploration• a mechanic in which a group / community is activated to collaborate to fulfill a task or do an assignment
    • 26. collaborative exploration - dynamicrealitydigg –leaderboard –find the best story... googledocs –writetogether
    • 27. collaborative exploration - dynamic game
    • 28. collaborative exploration – dynamicgame world of warcraft
    • 29. collaborative exploration – dynamic positive fold it – solve puzzles for science
    • 30. some game mechanics• achievements / badges • lottery• appointments • ownership• behavioral momentum • quests• progression, progress bars • urgent optimism• status, leader boards • levels• reward schedules, bonuses, points • activity feeds• virtual currency • avatars• achievements, trophy case • real time feedback• real-time feedback • countdown• gifting • community collaboration• challenges, quests • discovery• infinite gameplay• embedding mini games within other activities
    • 31. gamers invest time and energyresulting in pleasure and….
    • 32. questions or more stories?carla.hoekendijk@xs4all.nl + 31 6 24713911