Brisbane Gamification Meetup - Introducing gamification
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Brisbane Gamification Meetup - Introducing gamification

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Presentation from the Brisbane Gamification Meetup held in July, 2013. In this presentation we introduce the concept of gamification and then dissect the well-designed, gamified app - Duolingo

Presentation from the Brisbane Gamification Meetup held in July, 2013. In this presentation we introduce the concept of gamification and then dissect the well-designed, gamified app - Duolingo

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    Brisbane Gamification Meetup - Introducing gamification Brisbane Gamification Meetup - Introducing gamification Presentation Transcript

    • Gamification Meetup http://www.flickr.com/people/8473570@N02
    • July 2013 Zachary Fitz-Walter - Mobile Innovation Lab Introducing gamification http://www.flickr.com/people/8473570@N02
    • Today’s missions >> 1. Introducing gamification 2. Exploring duolingo
    • Who am I? 1. Nerd 2. Phd Candidate studying gamification 3. App developer 4. Teacher and Presenter
    • 1. What is gamification?
    • Using play to motivate
    • Gamification http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90
    • Framing real activities like a video game, in order to make these activities more engaging Gamification
    • Sustainability - Nissan My Leaf Sustainability Nissan CARWINGS
    • Exercise Nike+
    • Lifestyle Health Month
    • Education Khan Academy
    • Education Code School
    • Support Stack Overflow
    • Finance Mint
    • A brief history
    • Video games are incredibly popular
    • 92% of Australians live in a household with at least one device used for playing games Interactive Games & Entertainment Association, 2012 http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
    • The video game industry in Australia netted $1.161 billion in revenue last year Interactive Games & Entertainment Association, 2012 http://www.igea.net
    • 12 million subscribers in 2010
    • So if games are so engaging...
    • ...could we use them to make other activities more engaging?
    • Gamification
    • Persuasive Design
    • 2009 2010 2011 2012 2013 Web search interest in gamification trends.google.com
    • TextTe xt
    • “By 2015, More than 50 percent of organizations that manage innovation processes will gamify those processes” Gartner Press Release - 2011 http://www.gartner.com/it/page.jsp?id=1629214
    • http://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpg
    • And gamification became a buzzword
    • http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/
    • Issues with gamification
    • http://www.bogost.com/blog/gamification_is_bullshit.shtml
    • “80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design” Gartner Press Release - 2012 http://www.gartner.com/newsroom/id/2251015
    • Gamification Blueprint
    • •Points •Badges •Leaderboards •Levels = Rewards }
    • Behaviour + Rewards = Fun!Behaviour + Rewards = Fun!
    • progresswars.com
    • Motivation
    • Motivation Extrinsic Intrinsic
    • Intrinsic Motivation http://www.flickr.com/photos/allisonjohnstonn/6332963681/
    • So what makes a fun game?
    • "Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. In other words, with games, learning is the drug” - Raph Koster A Theory of Fun, 2005
    • So what makes a game motivating to play?
    • • Autonomy • Competence • Relatedness
    • Autonomy The choice to play a game and a choice of actions in the game
    • http://www.safelyendangered.com/comic/summer/
    • Competence The ability to optimally challenge players
    • Based off a graph proposed by Csíkszentmihályi
    • Relatedness The connection we make with others
    • How can you design for fun?
    • • Clear and interesting goals • Feedback • Interesting and playful mechanics • Challenge • Progression and Mastery • Aesthetics and Narrative
    • Think of your users as players http://www.flickr.com/photos/allisonjohnstonn/6332963681/
    • http://bizfest.files.wordpress.com/2013/01/bartle.png
    • These are important factors to consider when trying to design a game.
    • These are important factors to consider when trying to design gamification.
    • 2. La comprensión de la gamificación utilizada en Duolingo
    • 2. Understanding the gamification used in Duolingo
    • Learn a little Spanish
    • Learn a little Spanish 1. Spanish Book 2. Audio Lessons 3. Spanish Classes
    • Learn a little Spanish Lack motivation Lack feedback Expensive
    • Gamified language learning
    • More than just the blueprint
    • Examining Duolingo
    • • Clear and interesting goals • Feedback • Interesting and playful mechanics • Challenge • Progression and Mastery • Aesthetics and Narrative • Autonomy • Relatedness
    • Clear and interesting goals • Primary goal: Learn a language
    • Clear and interesting goals • Smaller, more achievable goals
    • Feedback • Clear feedback
    • Challenge • Challenge arises from the tasks and attempts • Catered for the user’s language level
    • Progression and Mastery • Moving through lessons and leveling up
    • Autonomy • Choice of language, choice of path
    • Interesting mechanics • Range of tasks multichoice, text input, speaking...
    • Safe environment to learn • There is no penalty for failing, you can try again
    • Caters to the casual player • Clean interface, style and aesthetics
    • Relatedness • Connect to friends, compete with them, share results
    • Relatedness
    • Reminders
    • More than just the blueprint
    • Wrapping it all up • Gamification is around to stay • Look beyond badges • It’s easy, so start trying it!
    • http://gamificationweekly.com
    • •Name: Zac Fitz-Walter •Class: PhD Candidate from QUT •Abilities: Research, Teaching, iPhone Development •Weaknesses: Cats and Mangoes Zac Fitz-Walter •Email: z.fitz-walter@qut.edu.au •www: http://zefcan.com •Newsletter: http://gamificationweekly.com •Twitter: @zefcan