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
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
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