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9.5 Theses on the Power and Efficacy of Gamification
1. 9.5 Theses
on the power and efficacy
of gamification
Sebastian Deterding (@dingstweets)
Interflex »Games, Life, and Utopia« Conference
November 11, 2011, Potsdam
c b
16. »Mowing the lawn or waiting in a
dentist’s office can become enjoyable
provided on restructures the activity by
providing goals, rules, and the other
elements of enjoyment to be reviewed
below.«
flow: the psychology of optimal experience
Mihaly Csikszentmihalyi
17.
18. Precursors
(1980+)
man as computer
Cognitive sciences
man as machine
Ergonomics
man as meaning-maker
Human sciences
Repurposings
(2001+)
UX
(2002+)
Hedonic attributes
Game UX
Ludic design
(2002+)
Playfulness
(2005+)
CSCW
(2005+)
Persuasive Tech
(2006+)
Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
HCI Prehistory
62. “I need to be very routinized;
I mustn’t let myself drift.”
“I hammer it through.”
“Often, you have to force yourself to do it.”
“You’re under real pressure.”
“It’s extremely exhausting.”
“It wears you out.”
“My friends usually cannot comprehend how
stressful this is.”
63. “Sometimes, you have to play,
you have to get further –
and then, play is work.”
71. Margaret Robertson
»Gamification is an inadvertent con. It
tricks people into believing that there’s a
simple way to imbue their thing ... with the
psychological, emotional and social power
of a great game.«
can’t play, won’t play (2009)
77. Raph Koster
»Fun is just another word
for learning.«
a theory of fun for game design (2005)
78. Raph Koster
»Fun from games arises out of mastery. It
arises out of comprehension. It is the act
of solving puzzles that makes games fun.
With games, learning is the drug.«
a theory of fun for game design (2005)
85. Edward Deci, Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
86. The fun in playing games
chiefly arises from
intrinsic enjoyment, not
extrinsic incentives.
Con(fusion) number 1
103. As a source of models
Hard Fun
Fiero
People Fun
Amusement
Easy Fun
Curiosity
Serious
Fun
Relaxation
emotion < choice < mechanic > choice > emotion
118. Ian Bogost
»Unlike liars, bullshitters have no use for
the truth. All that matters to them is
hiding their ignorance or bringing about
their own benefit. Gamification is
bullshit.«
gamification is bullshit (2011)
http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
Issue
#1
119. Ian Bogost
»This is why gamification is such an
effective term. It keeps the term game and
puts it right up in front, drawing attention
to the form’s mysterious power. But the
kicker comes at the end: the -ify suffix
makes applying that medium to any given
purpose seem facile and automatic.«
exploitationware (2010)
120. What is a “game element”?*
* Most game definitions have multiple necessary conditions
Issue
#2
129. 1
2
3
4
5
6
7
8
9
Gamification is the cool new kid in town.
Gamification is nothing new.
Gamification is the use of game design
elements in non-game contexts.
Gamification is not very playful.
Gamification is thinking inside the box.
Gamification is an inadvertent con.
Gamification is promising to designers.
Gamification is worth researching.
»Gamification« is a terrible word to use.
132. »It is through a community of people
who care more about fun than winning
that the Well-Played Game happens.«
Bernie de Koven
the well-played game (1978/2002)
133. »Inscribed in gold in our flag
is the motto If you can’t play it,
change it, and woven into our
banner are the words
If it helps, cheat.«
Bernie de Koven
the well-played game (1978/2002)