0
http://www.flickr.com/people/8473570@N02
November 2012 September 2013
Gamification - defining, designing and using it
Zach...
http://www.flickr.com/people/8473570@N02
November 2012 September 2013
Gamification - defining, designing and using it
Zach...
Sep 19 - International Talk Like a Pirate Day
Today’s missions >>
1. What is gamification?
2. Designing gamification
3. Gamifying websites
http://www.flickr.com/photos/ramblingtraveler/3544734138/
http://www.flickr.com/photos/walkingsf/5463240793/
Odenplan, Stockholm, Sweden
http://www.thefuntheory.com/piano-staircase
The Fun Theory
http://www.thefuntheory.com/piano-staircase
Using play to motivate
Gamification
Gamification
http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90
1. What is gamification?
Gamification is a special word
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 Pres...
http://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpg
And gamification became a buzzword
http://www.bogost.com/blog/gamification_is_bullshit.shtml
http://www.flickr.com/people/14516334@N00
“80 Percent of Current Gamified Applications Will Fail to
Meet Business Objectives Primarily Due to Poor Design”
Gartner P...
http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/
Mixed Messages?
Gamification
Games
http://laportecreative.com/blog/wp-content/uploads/2012/09/nerdyrevenge.jpg
The average gamer?
Video games have become mainstream
92% of Australians live in a household with
at least one device used for playing games
Interactive Games & Entertainment A...
The average age of a gamer is 32
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp-content/upload...
Gender
of Australian gamers
53%
Male
47%
Female
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp...
Video games have become big business
The video game industry in Australia
netted $1.161 billion in revenue last year
Interactive Games & Entertainment Associat...
In the US consumers spent $24.75 billion on
video games, hardware and accessories in 2011.
Entertainment Software Associat...
Video games have become mobile
Mobile phones are used to play games in 43%
of game households, tablet computers in 13%
Interactive Games & Entertainment ...
Video games have become social
1 in 5 gamers play social network games
1 in 10 play massively multiplayer games
Interactive Games & Entertainment Associa...
Games are incredibly engaging
World of Warcraft
Kill 3 boars
Wait... this is just like work
It was really fun work
12 million subscribers in 2010
This doesn’t make sense
http://upload.wikimedia.org/wikipedia/commons/8/8f/Eve_Online_-_market_browser_%28Trinity%29.jpg
http://img.brothersoft.co...
Most games boil down to solving a problem...
• Find a way to kill 3 boars
• Find a way to get more points than the other
team
• Find a way to get to the finish line be...
"Fun from games arises out of mastery. It arises out of
comprehension. It is the act of solving puzzles that makes
games f...
Hang on, if games are so engaging...
...could we use them to make other
things engaging?
Gamification
Serious games
http://www.whatisthe2gs.apple2.org.za/files/ReaderRabbit/ScreenGrab_1/reader_rabbit_shot.gif
Why gamification? Why now?
With our powers combined...
http://www.flickr.com/photos/28122162@N04/4968733873/
Billie Weiss, Original uploader Rschuman at en.wikipedia http://commons.wikimedia.org/wiki/File:Zombie_Chase.jpg
http://emailga.me/
Fitbit
Runkeeper
Zombies Run
Chore Wars
Foursquare
The Email Game
All before 10:00am
Gamification
Framing real activities and tasks like a video game, in
order to make them more engaging and motivating
Gamification
Persuasive Design
http://cdn.socialmediaexaminer.com/
Gamification Examples
Sustainability - Nissan My Leaf
Sustainability Nissan CARWINGS
Sustainability - Nissan My Leaf
Sustainability Nissan CARWINGS
Sustainability Bottle Bank Arcade
Exercise Nike+
Exercise Nike+
Lifestyle Health Month
Lifestyle Health Month
Education Khan Academy
Education Khan Academy
Education Code School
Support Stack Overflow
Finance Mint
Productivity Epic Win
Social Influence Klout
Gamification Leaderboarded
Google Glass
Eran May-raz and Daniel Lazo, 2012, https://vimeo.com/46304267
Gamification
But can it actual work?
2. Designing Gamification
Let’s play a game...
What do these have in common?
Education Khan Academy
What do these have in common?
•Points
•Badges
•Leaderboards
•Levels
Gamification Blueprint
•Points
•Badges
•Leaderboards
•Levels
•Points
•Badges
•Leaderboards
•Levels
= Rewards
}
Behaviour + Rewards = Fun!Behaviour + Rewards = Fun!
progresswars.com
So what’s missing?
"Fun from games arises out of mastery. It arises out of
comprehension. It is the act of solving puzzles that makes
games f...
So how can we design for
engaging experiences?
Motivation
Motivation
Extrinsic Intrinsic
Extrinsic Motivation
http://2bgr8stock.deviantart.com/art/Money-Cash-113445826
Behaviour + Rewards =
Extrinsic
Motivation
Intrinsic Motivation
Tim Pierce http://www.flickr.com/photos/48439369@N00
Intrinsic Motivation
http://www.flickr.com/photos/allisonjohnstonn/6332963681/
•Points
•Badges
•Leaderboards
•Levels
So what makes a game
motivating to play?
• Autonomy - choice to play and choice over
actions
• Competence - ability to optimally challenge
players
• Relatedness - ...
Autonomy
Autonomy
Autonomy
Competence
Flow
Nooshin Beik http://commons.wikimedia.org/wiki/File:Rock_climber_Dennis_George.JPG
Proposed by Csíkszentmihályi
• Intense and focused concentration
• Merging of action and awareness
• A loss of reflective self-consciousness
• A sense ...
• A clear goal
• Clear progress
• Clear and immediate feedback
• Balance of challenge and skill
Conditions for flow
Based off a graph proposed by Csíkszentmihályi
Relatedness
These are important factors to consider
when trying to design a game.
These are important factors to consider
when trying to design gamification.
Gamification design framework
Gamification Design Framework
1. Identify the activity and gamification goals
2. Design the gamification experience
3. Obtai...
1. Identify the activity
http://www.flickr.com/photos/hoteldelapaixgeneve/5726470040/
Do you really need gamification?
• Have you got an engagement or motivation
problem?
• Ask yourself is this a problem that can’t be
improved in any other w...
Why is it boring? What’s missing?
• Clear and interesting goals
• Feedback
• Interesting and playful mechanics
• Challenge
• Progression and Mastery
• Aesth...
Determine the goals
Turn the goals into metrics
Sensors
People
http://gamingtheclassroom.wordpress.com/syllabus/
2. Design the gamification
Think of your users as players
http://www.flickr.com/photos/allisonjohnstonn/6332963681/
What do they like as players?
http://bizfest.files.wordpress.com/2013/01/bartle.png
Design like a game
http://www.flickr.com/people/8473570@N02
Balance with the function
3. Test and iterate
http://www.flickr.com/people/8473570@N02
Dangers of Gamification
Distractions
Games get boring
Cheating
http://commons.wikimedia.org/wiki/File:Cheating.JPG
Cheating
http://commons.wikimedia.org/wiki/File:Cheating.JPG
Ethics and real life dangers
http://www.flickr.com/photos/ellenm1/6050529448/
Example - Learning to Drive
Young drivers aged 17-24 years are at a risk of
death and injury from road crashes due to their
age and inexperience on th...
Driver experience is an important part of driver
safety therefore it is important that Learner drivers
undertake a wide-ra...
As of 2007, QLD Learners are required to
undertake 100 hours supervised learning practice
1. Identify the activity and gamification goals
1.1. Identify the goals and sub goals of the
context that are lacking in e...
• Encourage learners to spread the practice over
the entire learning period
• Practice beyond the mandated one hundred
hou...
•Sensing available on the devices include:
•Location, Distance Speed: GPS
•Text: Number, Letters
•Weather: Yahoo API
•Need...
2. Design the gamification experience
2.1. Understand the player
2.2. Aesthetics, Story, Technology, Mechanics
Gamificatio...
Design Challenges
• Using a phone while driving is illegal
• We don’t want to encourage dangerous driving
habits, so compe...
3. Obtain feedback and iterate the design
3.1.Usability, playability, and field testing
Gamification Design Framework
3. Gamifying websites
Have you got an issue with
engagement or motivation?
Research
• Talk to users, see what they like and don’t like
about your website, or if they’re having issues at
certain poi...
Some general issues
• Getting users to sign up
• Purchasing a product
• Providing information (e.g., user profiles)
• Enga...
Adding gamification
Adding gamification
1. Use a gamification platform or plugin
2. Develop your own gamification solution
Gamification Platforms
Gamification Platforms
•There are a range of different gamification
platforms available for websites:
•Badgeville
•Bunchba...
Gamification Platforms
Badgeville game mechanics
• From the Badgeville website:
• Contextual Rewards
• Missions
• Social Rewards
• Advanced Point...
Badgeville Business Results
• From the Badgeville website:
• 50% increase in community loyalty
• 4x customer advocates
• 4...
Platform benefits
• Established service
• Support
• Relatively easy to set up
• Proven results
Downfalls
• Expensive
• CaptainUp (Free to $999/month)
• One-size-fits-all
• Gamification blueprint:
• Levels
• Badges
• L...
Gamification Plugins
Wordpress Plugin Achievements
Joomla Extension AlphaUserPoints
Joomla Extension Gamification Platform
Platform benefits
• Free
• Easy to implement
• Extensible
Downfalls
• Support
• May not do what you need
• One-size-fits-all
• Gamification blueprint:
• Levels
• Badges
• Leaderboa...
Build your own
Platform benefits
• Tailored to your users and problems
• Go beyond the gamification blueprint
• Can be as small or large ...
Downfalls
• Can be expensive
• Time
• Money
Wrapping it all up
Wrapping it all up
• Gamification is around to stay
• More than just badges - design
it like a good game
•It’s easy, so st...
http://gamificationweekly.com
http://www.meetup.com/
Brisbane-Gamification-Meetup/
•Name: Zac Fitz-Walter
•Class: PhD Candidate from QUT
•Abilities: Research, Teaching, iPhone Development
•Weaknesses: Cats...
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
A detailed introduction to gamification - Brisbane Web Design Meetup
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A detailed introduction to gamification - Brisbane Web Design Meetup

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Slides from the Sep 19 Brisbane Web Design Meetup presentation: A detailed introduction to gamification

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  1. 1. http://www.flickr.com/people/8473570@N02 November 2012 September 2013 Gamification - defining, designing and using it Zachary Fitz-Walter - Mobile Innovation Lab http://www.flickr.com/people/8473570@N02
  2. 2. http://www.flickr.com/people/8473570@N02 November 2012 September 2013 Gamification - defining, designing and using it Zachary Fitz-Walter - Mobile Innovation Lab http://www.flickr.com/people/8473570@N02
  3. 3. Sep 19 - International Talk Like a Pirate Day
  4. 4. Today’s missions >> 1. What is gamification? 2. Designing gamification 3. Gamifying websites
  5. 5. http://www.flickr.com/photos/ramblingtraveler/3544734138/
  6. 6. http://www.flickr.com/photos/walkingsf/5463240793/
  7. 7. Odenplan, Stockholm, Sweden http://www.thefuntheory.com/piano-staircase
  8. 8. The Fun Theory http://www.thefuntheory.com/piano-staircase
  9. 9. Using play to motivate
  10. 10. Gamification
  11. 11. Gamification http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90
  12. 12. 1. What is gamification?
  13. 13. Gamification is a special word
  14. 14. 2009 2010 2011 2012 2013 Web search interest in gamification trends.google.com
  15. 15. TextTe xt
  16. 16. “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
  17. 17. http://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpg
  18. 18. And gamification became a buzzword
  19. 19. http://www.bogost.com/blog/gamification_is_bullshit.shtml
  20. 20. http://www.flickr.com/people/14516334@N00
  21. 21. “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
  22. 22. http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/
  23. 23. Mixed Messages?
  24. 24. Gamification
  25. 25. Games
  26. 26. http://laportecreative.com/blog/wp-content/uploads/2012/09/nerdyrevenge.jpg The average gamer?
  27. 27. Video games have become mainstream
  28. 28. 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
  29. 29. The average age of a gamer is 32 Interactive Games & Entertainment Association, 2012 http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf (And 43% of people aged 51 or older are also gamers)
  30. 30. Gender of Australian gamers 53% Male 47% Female Interactive Games & Entertainment Association, 2012 http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
  31. 31. Video games have become big business
  32. 32. The video game industry in Australia netted $1.161 billion in revenue last year Interactive Games & Entertainment Association, 2012 http://www.igea.net
  33. 33. In the US consumers spent $24.75 billion on video games, hardware and accessories in 2011. Entertainment Software Association, 2011 - http://www.theesa.com/facts/index.asp The Numbers, 2011 - http://www.the-numbers.com/market/ (More than double that of theatre takings for the same year)
  34. 34. Video games have become mobile
  35. 35. Mobile phones are used to play games in 43% of game households, tablet computers in 13% Interactive Games & Entertainment Association, 2012 http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
  36. 36. Video games have become social
  37. 37. 1 in 5 gamers play social network games 1 in 10 play massively multiplayer games Interactive Games & Entertainment Association, 2012 http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
  38. 38. Games are incredibly engaging
  39. 39. World of Warcraft
  40. 40. Kill 3 boars
  41. 41. Wait... this is just like work
  42. 42. It was really fun work
  43. 43. 12 million subscribers in 2010
  44. 44. This doesn’t make sense
  45. 45. http://upload.wikimedia.org/wikipedia/commons/8/8f/Eve_Online_-_market_browser_%28Trinity%29.jpg http://img.brothersoft.com/screenshots/softimage/e/egrid3_com_add-in_for_microsoft_excel-59184-1228807074.jpeg
  46. 46. Most games boil down to solving a problem...
  47. 47. • Find a way to kill 3 boars • Find a way to get more points than the other team • Find a way to get to the finish line before the other players • Find a way to complete this level • Find a way to destroy the other player before they destroy you Examples are from The Art of Game Design, Jesse Schell, 2008
  48. 48. "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
  49. 49. Hang on, if games are so engaging...
  50. 50. ...could we use them to make other things engaging?
  51. 51. Gamification
  52. 52. Serious games
  53. 53. http://www.whatisthe2gs.apple2.org.za/files/ReaderRabbit/ScreenGrab_1/reader_rabbit_shot.gif
  54. 54. Why gamification? Why now?
  55. 55. With our powers combined... http://www.flickr.com/photos/28122162@N04/4968733873/
  56. 56. Billie Weiss, Original uploader Rschuman at en.wikipedia http://commons.wikimedia.org/wiki/File:Zombie_Chase.jpg
  57. 57. http://emailga.me/
  58. 58. Fitbit Runkeeper Zombies Run Chore Wars Foursquare The Email Game
  59. 59. All before 10:00am
  60. 60. Gamification
  61. 61. Framing real activities and tasks like a video game, in order to make them more engaging and motivating Gamification
  62. 62. Persuasive Design
  63. 63. http://cdn.socialmediaexaminer.com/
  64. 64. Gamification Examples
  65. 65. Sustainability - Nissan My Leaf Sustainability Nissan CARWINGS
  66. 66. Sustainability - Nissan My Leaf Sustainability Nissan CARWINGS
  67. 67. Sustainability Bottle Bank Arcade
  68. 68. Exercise Nike+
  69. 69. Exercise Nike+
  70. 70. Lifestyle Health Month
  71. 71. Lifestyle Health Month
  72. 72. Education Khan Academy
  73. 73. Education Khan Academy
  74. 74. Education Code School
  75. 75. Support Stack Overflow
  76. 76. Finance Mint
  77. 77. Productivity Epic Win
  78. 78. Social Influence Klout
  79. 79. Gamification Leaderboarded
  80. 80. Google Glass
  81. 81. Eran May-raz and Daniel Lazo, 2012, https://vimeo.com/46304267
  82. 82. Gamification
  83. 83. But can it actual work?
  84. 84. 2. Designing Gamification
  85. 85. Let’s play a game...
  86. 86. What do these have in common?
  87. 87. Education Khan Academy
  88. 88. What do these have in common?
  89. 89. •Points •Badges •Leaderboards •Levels
  90. 90. Gamification Blueprint
  91. 91. •Points •Badges •Leaderboards •Levels
  92. 92. •Points •Badges •Leaderboards •Levels = Rewards }
  93. 93. Behaviour + Rewards = Fun!Behaviour + Rewards = Fun!
  94. 94. progresswars.com
  95. 95. So what’s missing?
  96. 96. "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
  97. 97. So how can we design for engaging experiences?
  98. 98. Motivation
  99. 99. Motivation Extrinsic Intrinsic
  100. 100. Extrinsic Motivation http://2bgr8stock.deviantart.com/art/Money-Cash-113445826
  101. 101. Behaviour + Rewards = Extrinsic Motivation
  102. 102. Intrinsic Motivation Tim Pierce http://www.flickr.com/photos/48439369@N00
  103. 103. Intrinsic Motivation http://www.flickr.com/photos/allisonjohnstonn/6332963681/
  104. 104. •Points •Badges •Leaderboards •Levels
  105. 105. So what makes a game motivating to play?
  106. 106. • Autonomy - choice to play and choice over actions • Competence - ability to optimally challenge players • Relatedness - connection with others
  107. 107. Autonomy
  108. 108. Autonomy
  109. 109. Autonomy
  110. 110. Competence
  111. 111. Flow Nooshin Beik http://commons.wikimedia.org/wiki/File:Rock_climber_Dennis_George.JPG Proposed by Csíkszentmihályi
  112. 112. • Intense and focused concentration • Merging of action and awareness • A loss of reflective self-consciousness • A sense control or agency over the activity • A distortion of time • Experience of the activity as being intrinsically rewarding Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press. Factors of a flow experience
  113. 113. • A clear goal • Clear progress • Clear and immediate feedback • Balance of challenge and skill Conditions for flow
  114. 114. Based off a graph proposed by Csíkszentmihályi
  115. 115. Relatedness
  116. 116. These are important factors to consider when trying to design a game.
  117. 117. These are important factors to consider when trying to design gamification.
  118. 118. Gamification design framework
  119. 119. Gamification Design Framework 1. Identify the activity and gamification goals 2. Design the gamification experience 3. Obtain feedback and iterate the design
  120. 120. 1. Identify the activity http://www.flickr.com/photos/hoteldelapaixgeneve/5726470040/
  121. 121. Do you really need gamification?
  122. 122. • Have you got an engagement or motivation problem? • Ask yourself is this a problem that can’t be improved in any other way? • If motivation is lacking... looking towards game elements and theory might be worthwhile.
  123. 123. Why is it boring? What’s missing?
  124. 124. • Clear and interesting goals • Feedback • Interesting and playful mechanics • Challenge • Progression and Mastery • Aesthetics and Narrative
  125. 125. Determine the goals
  126. 126. Turn the goals into metrics
  127. 127. Sensors
  128. 128. People http://gamingtheclassroom.wordpress.com/syllabus/
  129. 129. 2. Design the gamification
  130. 130. Think of your users as players http://www.flickr.com/photos/allisonjohnstonn/6332963681/
  131. 131. What do they like as players?
  132. 132. http://bizfest.files.wordpress.com/2013/01/bartle.png
  133. 133. Design like a game http://www.flickr.com/people/8473570@N02
  134. 134. Balance with the function
  135. 135. 3. Test and iterate http://www.flickr.com/people/8473570@N02
  136. 136. Dangers of Gamification
  137. 137. Distractions
  138. 138. Games get boring
  139. 139. Cheating http://commons.wikimedia.org/wiki/File:Cheating.JPG
  140. 140. Cheating http://commons.wikimedia.org/wiki/File:Cheating.JPG
  141. 141. Ethics and real life dangers http://www.flickr.com/photos/ellenm1/6050529448/
  142. 142. Example - Learning to Drive
  143. 143. Young drivers aged 17-24 years are at a risk of death and injury from road crashes due to their age and inexperience on the road.
  144. 144. Driver experience is an important part of driver safety therefore it is important that Learner drivers undertake a wide-range of practice while learning to drive.
  145. 145. As of 2007, QLD Learners are required to undertake 100 hours supervised learning practice
  146. 146. 1. Identify the activity and gamification goals 1.1. Identify the goals and sub goals of the context that are lacking in engagement/ motivation 1.2. Translate these goals into metrics 1.3. Work out how to measure and enforce the metrics Gamification Design Framework
  147. 147. • Encourage learners to spread the practice over the entire learning period • Practice beyond the mandated one hundred hours have been logged • Encourage learners to drive in a variety of difference circumstances Goals
  148. 148. •Sensing available on the devices include: •Location, Distance Speed: GPS •Text: Number, Letters •Weather: Yahoo API •Need to work on, Skills: supervisor Sensing
  149. 149. 2. Design the gamification experience 2.1. Understand the player 2.2. Aesthetics, Story, Technology, Mechanics Gamification Design Framework
  150. 150. Design Challenges • Using a phone while driving is illegal • We don’t want to encourage dangerous driving habits, so competitive game elements need to be designed carefully • Cheating could be an issue if it encourages them to log false hours
  151. 151. 3. Obtain feedback and iterate the design 3.1.Usability, playability, and field testing Gamification Design Framework
  152. 152. 3. Gamifying websites
  153. 153. Have you got an issue with engagement or motivation?
  154. 154. Research • Talk to users, see what they like and don’t like about your website, or if they’re having issues at certain points • Surveys • Usability studies • Focus groups • Interviews
  155. 155. Some general issues • Getting users to sign up • Purchasing a product • Providing information (e.g., user profiles) • Engaging with the website content • Engaging with other users • Finding specific information
  156. 156. Adding gamification
  157. 157. Adding gamification 1. Use a gamification platform or plugin 2. Develop your own gamification solution
  158. 158. Gamification Platforms
  159. 159. Gamification Platforms •There are a range of different gamification platforms available for websites: •Badgeville •Bunchball •BigDoor •Gamify •Gigya •CaptainUp
  160. 160. Gamification Platforms
  161. 161. Badgeville game mechanics • From the Badgeville website: • Contextual Rewards • Missions • Social Rewards • Advanced Point Systems • Levels • Context Leaderboards • Instant Notifications
  162. 162. Badgeville Business Results • From the Badgeville website: • 50% increase in community loyalty • 4x customer advocates • 400% more customer reviews • 85% increase in training completion times • 70% increase in employee engagement • 5x increase in social sharing
  163. 163. Platform benefits • Established service • Support • Relatively easy to set up • Proven results
  164. 164. Downfalls • Expensive • CaptainUp (Free to $999/month) • One-size-fits-all • Gamification blueprint: • Levels • Badges • Leaderboards • Points
  165. 165. Gamification Plugins
  166. 166. Wordpress Plugin Achievements
  167. 167. Joomla Extension AlphaUserPoints
  168. 168. Joomla Extension Gamification Platform
  169. 169. Platform benefits • Free • Easy to implement • Extensible
  170. 170. Downfalls • Support • May not do what you need • One-size-fits-all • Gamification blueprint: • Levels • Badges • Leaderboards • Points
  171. 171. Build your own
  172. 172. Platform benefits • Tailored to your users and problems • Go beyond the gamification blueprint • Can be as small or large as you like • Nothing out there like it
  173. 173. Downfalls • Can be expensive • Time • Money
  174. 174. Wrapping it all up
  175. 175. Wrapping it all up • Gamification is around to stay • More than just badges - design it like a good game •It’s easy, so start trying it!
  176. 176. http://gamificationweekly.com
  177. 177. http://www.meetup.com/ Brisbane-Gamification-Meetup/
  178. 178. •Name: Zac Fitz-Walter •Class: PhD Candidate from QUT •Abilities: Research, Teaching, iPhone Development •Weaknesses: Cats and Mangoes Zac Fitz-Walter •Newsletter: http://gamificationweekly.com •Web: http://zefcan.com •Email: z.fitz-walter@qut.edu.au •Twitter: @zefcan
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