The value of games  in companies:   The case of gamification      dr. David B. Nieborg           Genk, 24 april 2012
David@flight1337.com @gamespacenl
“In every job that must be done,there is an element of fun.You find the fun and ‘SNAP’the job’s a game”
... where is the fun...?
What if...?
“What if we decided to use everythingwe know about game design to fixwhat’s wrong with reality? What if westarted to live ...
Gamification
The use of            gamemechanics & structures                 in anon-game-context in order to increase (user) engagment
Gamification     =     /   Game
Gamification      =      /Serious game
The use of            gamemechanics & structures                 in anon-game-context in order to increase (user) engagment
Engagement
Rewardetainecruit
R   eward
(meaningful)          InformationRecognition                  Feedback                               (rules)
R   etain
Anxietychallenge                         Boredomlow             Skills             high
Anxiety               Flowchallenge                         Boredomlow             Skills             high
R   ecruit
New?
3 trends1. Accessible (social) networks2. More people play more3. Technology (sensors)
1. Networked   technology
Facebook’s growth
2. Homo   Ludens
3. Sensors
AccelerometerMicrophoneGyroscopeCompassCameraGPS
Gamification
Engagement  Design
www.speeljetoekomst.nuExpected launch date: June 2012)
David@flight1337.com @gamespacenl
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
The value of games in companies - David Nieborg
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The value of games in companies - David Nieborg

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The value of games in companies - David Nieborg

  1. 1. The value of games in companies: The case of gamification dr. David B. Nieborg Genk, 24 april 2012
  2. 2. David@flight1337.com @gamespacenl
  3. 3. “In every job that must be done,there is an element of fun.You find the fun and ‘SNAP’the job’s a game”
  4. 4. ... where is the fun...?
  5. 5. What if...?
  6. 6. “What if we decided to use everythingwe know about game design to fixwhat’s wrong with reality? What if westarted to live our real lives likegamers, lead our real businesses andcommunities like game designers (...)?”
  7. 7. Gamification
  8. 8. The use of gamemechanics & structures in anon-game-context in order to increase (user) engagment
  9. 9. Gamification = / Game
  10. 10. Gamification = /Serious game
  11. 11. The use of gamemechanics & structures in anon-game-context in order to increase (user) engagment
  12. 12. Engagement
  13. 13. Rewardetainecruit
  14. 14. R eward
  15. 15. (meaningful) InformationRecognition Feedback (rules)
  16. 16. R etain
  17. 17. Anxietychallenge Boredomlow Skills high
  18. 18. Anxiety Flowchallenge Boredomlow Skills high
  19. 19. R ecruit
  20. 20. New?
  21. 21. 3 trends1. Accessible (social) networks2. More people play more3. Technology (sensors)
  22. 22. 1. Networked technology
  23. 23. Facebook’s growth
  24. 24. 2. Homo Ludens
  25. 25. 3. Sensors
  26. 26. AccelerometerMicrophoneGyroscopeCompassCameraGPS
  27. 27. Gamification
  28. 28. Engagement Design
  29. 29. www.speeljetoekomst.nuExpected launch date: June 2012)
  30. 30. David@flight1337.com @gamespacenl

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