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

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Brisbane Gamification Meetup - Introducing gamification

  1. 1. Gamification Meetup http://www.flickr.com/people/8473570@N02
  2. 2. July 2013 Zachary Fitz-Walter - Mobile Innovation Lab Introducing gamification http://www.flickr.com/people/8473570@N02
  3. 3. Today’s missions >> 1. Introducing gamification 2. Exploring duolingo
  4. 4. Who am I? 1. Nerd 2. Phd Candidate studying gamification 3. App developer 4. Teacher and Presenter
  5. 5. 1. What is gamification?
  6. 6. Using play to motivate
  7. 7. Gamification http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90
  8. 8. Framing real activities like a video game, in order to make these activities more engaging Gamification
  9. 9. Sustainability - Nissan My Leaf Sustainability Nissan CARWINGS
  10. 10. Exercise Nike+
  11. 11. Lifestyle Health Month
  12. 12. Education Khan Academy
  13. 13. Education Code School
  14. 14. Support Stack Overflow
  15. 15. Finance Mint
  16. 16. A brief history
  17. 17. Video games are incredibly popular
  18. 18. 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
  19. 19. The video game industry in Australia netted $1.161 billion in revenue last year Interactive Games & Entertainment Association, 2012 http://www.igea.net
  20. 20. 12 million subscribers in 2010
  21. 21. So if games are so engaging...
  22. 22. ...could we use them to make other activities more engaging?
  23. 23. Gamification
  24. 24. Persuasive Design
  25. 25. 2009 2010 2011 2012 2013 Web search interest in gamification trends.google.com
  26. 26. TextTe xt
  27. 27. “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
  28. 28. http://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpg
  29. 29. And gamification became a buzzword
  30. 30. http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/
  31. 31. Issues with gamification
  32. 32. http://www.bogost.com/blog/gamification_is_bullshit.shtml
  33. 33. “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
  34. 34. Gamification Blueprint
  35. 35. •Points •Badges •Leaderboards •Levels = Rewards }
  36. 36. Behaviour + Rewards = Fun!Behaviour + Rewards = Fun!
  37. 37. progresswars.com
  38. 38. Motivation
  39. 39. Motivation Extrinsic Intrinsic
  40. 40. Intrinsic Motivation http://www.flickr.com/photos/allisonjohnstonn/6332963681/
  41. 41. So what makes a fun game?
  42. 42. "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
  43. 43. So what makes a game motivating to play?
  44. 44. • Autonomy • Competence • Relatedness
  45. 45. Autonomy The choice to play a game and a choice of actions in the game
  46. 46. http://www.safelyendangered.com/comic/summer/
  47. 47. Competence The ability to optimally challenge players
  48. 48. Based off a graph proposed by Csíkszentmihályi
  49. 49. Relatedness The connection we make with others
  50. 50. How can you design for fun?
  51. 51. • Clear and interesting goals • Feedback • Interesting and playful mechanics • Challenge • Progression and Mastery • Aesthetics and Narrative
  52. 52. Think of your users as players http://www.flickr.com/photos/allisonjohnstonn/6332963681/
  53. 53. http://bizfest.files.wordpress.com/2013/01/bartle.png
  54. 54. These are important factors to consider when trying to design a game.
  55. 55. These are important factors to consider when trying to design gamification.
  56. 56. 2. La comprensión de la gamificación utilizada en Duolingo
  57. 57. 2. Understanding the gamification used in Duolingo
  58. 58. Learn a little Spanish
  59. 59. Learn a little Spanish 1. Spanish Book 2. Audio Lessons 3. Spanish Classes
  60. 60. Learn a little Spanish Lack motivation Lack feedback Expensive
  61. 61. Gamified language learning
  62. 62. More than just the blueprint
  63. 63. Examining Duolingo
  64. 64. • Clear and interesting goals • Feedback • Interesting and playful mechanics • Challenge • Progression and Mastery • Aesthetics and Narrative • Autonomy • Relatedness
  65. 65. Clear and interesting goals • Primary goal: Learn a language
  66. 66. Clear and interesting goals • Smaller, more achievable goals
  67. 67. Feedback • Clear feedback
  68. 68. Challenge • Challenge arises from the tasks and attempts • Catered for the user’s language level
  69. 69. Progression and Mastery • Moving through lessons and leveling up
  70. 70. Autonomy • Choice of language, choice of path
  71. 71. Interesting mechanics • Range of tasks multichoice, text input, speaking...
  72. 72. Safe environment to learn • There is no penalty for failing, you can try again
  73. 73. Caters to the casual player • Clean interface, style and aesthetics
  74. 74. Relatedness • Connect to friends, compete with them, share results
  75. 75. Relatedness
  76. 76. Reminders
  77. 77. More than just the blueprint
  78. 78. Wrapping it all up • Gamification is around to stay • Look beyond badges • It’s easy, so start trying it!
  79. 79. http://gamificationweekly.com
  80. 80. •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

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