• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
From Game Design Elements to Gamefulness: Defining "Gamification"
 

From Game Design Elements to Gamefulness: Defining "Gamification"

on

  • 23,248 views

A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N

A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N

Statistics

Views

Total Views
23,248
Views on SlideShare
10,701
Embed Views
12,547

Actions

Likes
49
Downloads
448
Comments
2

46 Embeds 12,547

http://gamification-research.org 5275
http://addingthefun.com 2587
http://spigot.org 1885
http://www.ludumdare.com 686
http://www.nakedplay.co 637
http://www.scoop.it 459
http://www.artificialindustry.com 386
http://gbgames.com 159
http://therealdelice.tumblr.com 84
http://test.spigot.org 52
http://feedly.com 39
http://confluence.vireg.com 30
http://dev.spigot.org 30
http://aspectosludicos-cohorte1.wikispaces.com 28
http://jimharland.tumblr.com 28
http://www.newsblur.com 25
http://translate.googleusercontent.com 18
http://abtasty.com 17
https://twitter.com 16
http://digg.com 12
http://bachange.posterous.com 11
http://spigot.fluffythetrex.com 10
http://dianakueppers.com 10
http://tweetedtimes.com 9
http://spigot 8
https://twimg0-a.akamaihd.net 4
http://localhost 4
http://www.tumblr.com 4
http://reader.aol.com 3
http://webcache.googleusercontent.com 3
http://www.mefeedia.com 3
http://artificialindustry.com 3
https://si0.twimg.com 3
https://reader.aol.com 2
http://reader.aol.com.br 2
http://www.google.com 2
http://us-w1.rockmelt.com 2
http://paper.li 2
https://www.facebook.com 2
https://www.google.co.uk 1
https://www.google.dk 1
http://www.addingthefun.com 1
http://www.inoreader.com 1
http://tweets.marczewski.me.uk 1
http://www.ranksit.com 1
http://newsblur.com 1
More...

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

CC Attribution-NonCommercial LicenseCC Attribution-NonCommercial License

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel

12 of 2 previous next

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    From Game Design Elements to Gamefulness: Defining "Gamification" From Game Design Elements to Gamefulness: Defining "Gamification" Presentation Transcript

    • From Game Design Elementsto GamefulnessDefining “Gamification”S. Deterding, D. Dixon, R. Khaled, L. E. Nacke Mindtrek 2011, Tampere, September 28, 2011
    • Overview You are here• Introduction • Precursors and parallels • Defining “gamification” • Situating “gamification” • Open questions 2  
    • “Gamification”? 3  
    • “Gamification”? 4  
    • The industry blueprint Points Badges Leaderboards Incentives Tracking, Feedback Goal-setting Competition Rewards (And behavioral analytics in the backend) 5  
    • Overview • Introduction You are here• Precursors and parallels • Defining “gamification” • Situating “gamification” • Open questions 6  
    • Precursors in HCI Man as machine Man as computer Man as meaning-maker Ergonomics Cognitive sciences Human sciences Precursors Repurposings UX Playfulness Persuasive Tech (1980+) (2001+) (2002+) (2005+) (2006+) Hedonic attributes Game UX Ludic design CSCW (2002+) (2005+) 7   Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
    • Precursors in Game Studies Digital Alternate Reality/ Ludification Serious Games Serious Games Pervasive Games Serious Gaming of culture (1960+) (2001+) (2001+) (2006+) (2006+) Precursors Repurposings UX Playfulness Persuasive Tech (1980+) (2001+) (2002+) (2005+) (2006+) Hedonic attributes Game UX Ludic design CSCW (2002+) (2005+) 8  
    • Overview • Introduction You are here• Precursors and parallels • Defining “gamification” • Situating “gamification” • Open questions 9  
    • Gamification: A definition “The use of game design elements in non-game contexts” 10  
    • Gamification: A definition “The use of game design elements in non-game contexts” 11  
    • game Ludus skill effort ordered rule-bound play improvisation Paidia tumultuous immoderate 12  
    • Gaming, not playing Gaming Playing 13  
    • Elements, not whole systems er libert chas yand Dune vigila nce Whole Elements 14  
    • What is a “game element”? • Most game definitions have multiple necessary conditions, e.g. Juul 2005: 15  
    • What is a “game element”? • Elements characteristic for games specific to games (empty/too constrained) characteristic for games (with fuzzy boundaries) present in games (boundless/too broad) 16  
    • Game design elements Game-based technology Controllers, AI, 3D engines, ... Game-based practices Serious Gaming Game-based design Gamification 17  
    • Levels of game design elements Playcentric design, value conscious gameGame design methods design… Game models MDA, Game design atoms, CEGE, ... Enduring play, clear goals, variety of playGame design principles and heuristics styles, ... Levels, time constraint, limitedGame design patterns and mechanics resources,… Game interface patterns Badge, leaderboard, timer, ... 18  
    • Non-game contexts 19  
    • Non-game contexts • Big issues with “serious game” being initially reduced to learning as one goal/context, thus • No specific goals (learning, motivation, …) • No specific contexts (g4change, g4health, …) • Not limited to digital/online 20  
    • 21  
    • Can you “gamify” a game? • Only if definition is tied to a set of specific elements (e.g. achievements) • Metagames seen as games, not game elements in literature • Designer view: Hard to distinguish ‘core’ game design from ‘outer’ gamification • User view: Open empirical question whether game/gamified part are perceived as separate 22  
    • Overview • Introduction • Precursors and parallels You are here• Defining “gamification” • Situating “gamification” • Open questions 23  
    • Gamification: the definition again “The use of game design elements in non-game contexts” 24  
    • Bringing it together Gaming Whole Elements Playing 25  
    • Situating the definition 26  
    • Overview • Introduction • Precursors and parallels • Defining “gamification” You are here• Situating “gamification” • Open questions 27  
    • Social and subjective nature of play • Playing/gaming as a subjective, shared mode of behavior and mindset • User view: When do they “use”, when “play” an app? (Framing, user-added rules & goals, …) • Designer: When intended as product, gameful product, or full game? • Flickering, switching, conflicting modes of engagement within and between users as rich new data source
    • Gamefulness 29  
    • Elements or qualities? • Playfulness as a specific quality/mode of user behavior and experience, as well as design goal • Gamefulness as logic complement • Gameful design: less contentious baggage, less definitional complications, hence preferable for academic discourse
    • Playfulness and Gamefulness Quality of experience Playfulness Gamefulness and behavior Artifact affording that Playful interactions Gameful interactions quality Designing for that quality Playful design Gameful design 31  
    • Bringing it together... again Gaming System Quality Playing 32  
    • Thank you Rilla Khaled   Sebastian Deterding   Dan Dixon   Lennart E. Nacke  rikh@itu.dk s.deterding@hans-bredow-institut.de dan@digitaldust.org lennart.nacke@acm.org