Work & Play Game Design At Work V4

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  • + Sampanthar Kes Sampanthar 7 months ago
    Thanks Don! I just checked out ChoreWars... very cool use of game design and work. I would have loved this when I was student and shared a house, probably the only way to motivate us to do any house work.
  • + dontheideaguy Don The Idea Guy Snyder 7 months ago
    Nice presentation, Kes. Have you checked out ChoreWars.com? A great combination of your UX + FUN concept.
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Work & Play Game Design At Work V4 - Presentation Transcript

  1. WORK PLAY MEETS KES SAMPANTHAR GAME DESIGN in the WORKPLACE
  2. BUSINESS MEETS DESIGN
  3. BUSINESS LOGIC MEETS GAME DESIGN
  4. WHY DOES BUSINESS CARE ABOUT GAMES?
  5. GAMES ARE FUN!!
  6. GAMES ARE ADDICTIVE
  7. GAMES ARE IMMERSIVE
  8. WHAT ABOUT WORK ?
  9. WORK IS DULL
  10. WORK IS BORING
  11. WORK IS URGGHH!
  12. WHEN WAS THE LAST TIME YOU LOST YOURSELF AT WORK ?
  13. NO… REALLY LOST YOURSELF!
  14. GAMES FUN WORK NOT
  15. AREN’T GAMES JUST FOR KIDS?
  16. THE TRUSTED CHOICE FOR ONLINE BUSINESS™ Page 49% 25% 26% 18 - 49 years 50+ years Under 18 years Source: ESA ‘Essential Facts’ 2008 35 Average Age of Game Player
  17. YOUR EMPLOYEES PLAY GAMES !
  18. GAMES HAVE CHANGED!
  19. THESE AREN’T GRANMA’S GAMES !
  20. GAMES HAVE EVOLVED!
  21. THESE GAMES CAN BE PLAYED FOR… DAYS
  22. THESE GAMES CAN BE PLAYED FOR… WEEKS
  23. THESE GAMES CAN BE PLAYED FOR… MONTHS
  24. THESE GAMES CAN BE PLAYED FOR… YEARS
  25. THESE GAMES CAN BE PLAYED FOR… MILLENIUMS
  26. OK… MAYBE NOT THAT LONG… MILLENIUMS
  27. BUT… PEOPLE LIVE IN THESE GAMES …
  28. SO… WHAT MAKES GAMES FUN?
  29. THEORY TIME FO R S OME
  30. DON’T FALL ASLEEP YET!
  31. BRAINS UNDERSTAND
  32. GAMES UNDERSTAND
  33. GAME DESIGN FUNDAMENTALS FLOW IS THE MENTAL STATE OF BEING FULLY IMMERSED IN AN ACTIVITY PROPOSED BY MIHALY CSIKSZENTMIHALYI AFTER RESEARCHING ARTISTS
  34. ANXIETY BOREDOM NOT IN FLOW If the challenge and skills don’t match you get ANXIETY OR BOREDOM
  35. FLOW BALANCES SKILLS & CHALLENGES
  36. 8 PRINCIPLES OF FLOW
    • Pre-Requisites of Flow
      • A challenging Activity that requires skills
      • Clear Goals
      • Clear Feedback
      • Control
    • Results of Flow
      • Autotelic – an activity that is pleasurable in its self
      • Concentration
      • Loss of self consciousness
      • Transformation of time
  37. CONDITIONING
    • Classical Conditioning - Operant Behavior
      • Positive Reinforcements i.e. Pavlov’s Dog
      • Negative Reinforcements
  38. CONDITIONING BUT… HOW DO YOU MAKE PEOPLE DROOL?
  39. WINNING “ It’s surprising how many developers forget that it’s the victories and treasures –not the obstacles– that make people interested in playing in the first place. If you stop giving out carrots that will keep players excited, or even worse, if you start punishing curiosity, you’re only going to drive away the very people who want to enjoy games” – Neal and Jana Hallford
  40. REWARDS Rewards of Glory – End goals, Winning the game Rewards of Sustenance – The rewards for maintenance – i.e. food, health packs etc. Rewards of Access – Access new levels, resources Rewards of Facility – Reward with new abilities, tools etc.
    • Fixed Reinforcement – Rewards occur at a steady pace.
      • Fixed ratio – rewarded a fixed number of times
      • Fixed Interval – rewarded at a fixed interval
    • Variable Reinforcement
    • Rewards happening at an irregular interval
      • Variable Ratio – the outcome happens after an irregular number of times (Training dolphins to jump)
      • Variable Interval – rewards happen at a variable amount of time
    REWARD SCHEDULES
  41. GAMBLING IS THIS WHY GAMBLING IS ADDICTIVE?
  42. YES
  43. YES YES
  44. YES YES YES
  45. SO… PLAY POKER AT WORK?
  46. NO!
  47. THINK USER EXPERIENCE DESIGN UX
  48. UX PLUS PLUS UX
  49. UX PLUS… PLUS UX
  50. UX PLUS FUN PLUS UX FUN FUN FUN FUN
  51. FUN TIONAL DESIGN FUN X TIONAL DESIGN
  52. MIX MATCH & GAME ELEMENTS
      • Fixed & Variable Reinforcement
      • Challenges
      • Goals
      • Feedback
      • Control
  53. FUN EXAMPLES FUN X EXAMPLES
  54. TETRIS EMAIL
  55. NEXT PIECE HIGH SCORE 1,223,560 TETRIS Use Tetris to design email processing game
  56. NO YES GETTING THINGS DONE STUFF IN ACTIONABLE ? FILE DO DELEGATE DEFER Getting Things Done – Time Management Framework
  57. NEXT MAIL TIMER 23 mins 54 secs TETRI-MAIL READ HIGH SCORES FILE
  58. ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT
  59. ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT QUESTS PROJECTS MINI QUESTS TASKS REWARDS DELIVERABLES POINTS MBO’S
  60. FUN FUN X TIONAL DESIGN WHERE BUSINESS MEETS GAMES
  61. KES SAMPANTHAR THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE

+ Kes SampantharKes Sampanthar, 8 months ago

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