Gamification and Digital Earth Applications ISDE 2013 Presentation
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Gamification and Digital Earth Applications ISDE 2013 Presentation

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This is the Presentation delivered at ISDE 2013 in Kuching to raise awareness of the value of a gamification approach to engaging the public in active participation on environmental sustainab

This is the Presentation delivered at ISDE 2013 in Kuching to raise awareness of the value of a gamification approach to engaging the public in active participation on environmental sustainab

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  • Earth is traditional the playground of the Gods
  • The whole of life and almost every human activity can be regarded as a game or can be turned into a game.
  • Every parent has used gamification to achieve an outcome e.g. Pretending that the mouth is a tunnel and the food on a spoon is a train.
  • Emerging immersive technologies, especially interfaces and sensors provide the means to transform spectators into players by making the game more accessible to everyone.
  • Floodsim was developed by Playgen and funded by UK Govt and Aviva – it was played by over 100k people and Climate Change is a BBC game developed by Red Redemption
  • When it comes to Digital Earth ad the Environment, the main challenge is to engage citizens in positive actions.
  • To illustrate how this is possible, I use an example from another domain where Society faces a growing problem – how to engage citizen in positive action to change behaviour. This is a picture of the presenter at the end of May 2013, weighing 106.7 kg – within the obese range
  • A chance look at a BBC website introduced me to the Jawbone UP bracelet with the technology to measure my physical activity and sleep patterns and track and measure many factors that influence my health and weight. It provided me with the tools and controls I needed to gamify my weight.
  • I used the device and its iPad applications to explore how I could lose weight and the result was a reduction of 15Kg in 10 weeks
  • This was possible because I not only had the motivation, I had the information in a form I could use to experiment and change behaviours – it gave me control
  • Sensors and visualisation technologies have matured a long way since the barometer which used to hang in the hallway at home.
  • Through the “Internet of Things” we now have the tools to visualise real world data at a granular level relevant to citizens
  • What is needed now is the vision and will to adopt gamification strategies that use these technologies to engage citizens and multi-sector partners in win-win relationships that sustain our future
  • If I am any example, the results can be very impressive
  • The answer lies in our hands and key policy makers need to set the vision and strategy
  • Finally, an example of how a UK company, Playmob is using crowd funding social network games to raise funds for global projects, engage citizens and track results on a map.

Gamification and Digital Earth Applications ISDE 2013 Presentation Gamification and Digital Earth Applications ISDE 2013 Presentation Presentation Transcript

  • Gamification and Digital Earth Applications
  • Gamification is the use of game thinking and game mechanics in a non-game context to engage users and solve problems
  • Life is the biggest Gamification project in town
  • We all use Gamification to achieve objectives
  • We are inevitably spectators or players in the game of life
  • Spectators finance the game but have little influence on the outcome
  • Players believe they can influence the outcome and develop the skills and abilities to do so
  • Technology can enable spectators to become players
  • Games like Floodsim and Climate Change Game provided role playing opportunities to influence environmental outcomes in virtual scenarios
  • How can Gamification solve real-world problems?
  • Obesity !
  • Technology transformed me from a spectator to a player
  • Lost 15kg in 10 weeks
  • Tools and Motivation to change behaviour
  • Sensors and Visualisation Technologies
  • Real World Relevant Data to connect behaviour to change
  • The tools are maturing - we need Gamification strategies to build win- win relationships
  • Results can be Impressive
  • It lies in our hands!