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Gamification

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  • http://www.kmobile.co.kr/k_conedu/Conference/Con_infomation.asp?id=991
  • 그룹  슈퍼주니어   최시원 이 게임 때문에 잠 못 이루는 긴밤을 보냈다 . http://media.daum.net/entertain/enews/view?cateid=100030&newsid=20110517094831683&p=tvdaily#A20110517094831747.jpg
  • High school To be a master in an area
  • http://www.slideshare.net/jesseschell/the-games-we-play-7595169
  • Jane McGonigal: Gaming can make a better world http://bit.ly/aDmAYY “ Make it as easy to save the world in real-life as it is in online games” Jane McGonigal
  • Using Game Techniques to make Activities More Engaging & Fun the process of using game thinking and dynamics to engage audiences and solve problems, revolutionizing the motivations for real life and virtual activities . The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.) Using game techniques to make activities more engaging and fun   the use of game play mechanics for non-game applications (also known as "funware"), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications integrating game dynamics into your site, service, community, content or campaign, in order to drive participation.
  • Gamification Workshop 2010 http://slidesha.re/cD6YRD
  • http://slidesha.re/jFCjSB
  • Mechanics Light the Way in a Player’s Journey
  • Mechanics Light the Way in a Player’s Journey
  • http://slidesha.re/gHggtF
  • http://www.slideshare.net/edinnovatenet/bunchball
  • http://images.google.com/imagelabeler/
  • http://www.gartner.com/it/page.jsp?id=1629214
  • http://mashable.com/2011/04/29/coke-friendship-machine/
  • http://www.engadget.com/2011/06/05/mcdonalds-interactive-pong-billboard-brings-big-screen-elation/
  • Total Engagement, using games to change the way people work .  Energize your workplace -  this is especially potent if tasks are repetitive and dull. Drive performance improvement -  feedback is an essential element of games, so adopting instant feedback in a business environment is incredibly valuable, especially for younger employees. Innovate organically -  games platforms encourage interactivity across geographic and divisional boundaries.  To be truely innovative you need to tap into all the knowledge you have available to you. Motivate teams -  the belief here is that gaming provides a clear task/reward structure that helps to motivate people. Identify emerging leaders   -  ideas and leadership should be available throughout the organisation, regardless of rank or title.  Gaming embodies this approach and adopting it in your organisation is a great way of both developing talent and maximising your knowledgebase.
  • http://www.gartner.com/it/page.jsp?id=1629214
  • http://bit.ly/mAlkjk
  • http://bit.ly/mAlkjk
  • Total Engagement, using games to change the way people work .  Energize your workplace -  this is especially potent if tasks are repetitive and dull. Drive performance improvement -  feedback is an essential element of games, so adopting instant feedback in a business environment is incredibly valuable, especially for younger employees. Innovate organically -  games platforms encourage interactivity across geographic and divisional boundaries.  To be truely innovative you need to tap into all the knowledge you have available to you. Motivate teams -  the belief here is that gaming provides a clear task/reward structure that helps to motivate people. Identify emerging leaders   -  ideas and leadership should be available throughout the organisation, regardless of rank or title.  Gaming embodies this approach and adopting it in your organisation is a great way of both developing talent and maximising your knowledgebase.
  • http://johnbarberblog.com/?cat=11
  • http://slidesha.re/dakzyP http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation/

Transcript

  • 1. gamification beyond play
  • 2.
    • Background
    • Gamification Works
    • Cases
        • Services
        • Health
        • Enterprise
    • Business Models
    • References
  • 3.  
  • 4. K12 School Hours Time to be a Master 18 Million Years a Year
  • 5. 1.5 Billion within 10 Year
  • 6. Pleasure Fun Rewards Achieving Interactive Social Connections Easy PRAISE
  • 7. Intrinsic and Extrinsic Motivation Pleasure Achieving Rewards Interactive Easy Social Connection
  • 8. Sensation Fantasy Discovery Laughter Story Challenge Thrill Triumph Expression
  • 9.  
  • 10. 24 Hours Any Game Everybody
  • 11. Gaming can Make a Better World Jane McGonigal http://bit.ly/aDmAYY
  • 12.  
  • 13.  
  • 14. GAME LIFE GAMIFICATION Game Meets the World Game = Life
  • 15. Gamification the process of using game thinking and mechanics to engage audiences and solve problems, revolutionizing the motivations for real life and virtual activities.
  • 16. Game Techniques != Core Experience
  • 17. Know Your Players & Their Social Style Interacting Acting World Players
  • 18. Intrinsic and Extrinsic Motivation
  • 19. Player Journey Life Cycle and Progression Over Time Gamification Workshop 2010 http://slidesha.re/cD6YRD
  • 20. Mihaly Csikszentmihalyi Flow: an optimal state of intrinsic motivation
  • 21. Whew ! Julie Dirksen
  • 22. Game Techniques Patterns over Time Make Progress Visible Evoke Emotion for Action & Engagement
  • 23. Game Techniques Pacing Appointments Progressive Unlocks Reward Schedules Dynamic Systems Levels Points Leader boards Badges Missions Virtual Goods Curiosity Satisfaction Surprise Trust Delight Fun Envy Pride Connection
  • 24. Experience Points (XP) Redeemable Points (Credits, Coins) Currency (Bucks) Skill Points (Score, Rank) Social Points (Social XP, Reputation, Ratings) Point
  • 25. Social Actions How Players Engage Each Other
  • 26. Beyond Game Service Business the World
  • 27.  
  • 28.  
  • 29. Mobile Everybody Social Game Meets World Value
  • 30. Participate Engage Loyal Social Connection Achievement Money Solution
  • 31. App Commerce Marketing Advertising School Enterprise Health Brain Storming Problem Solving
  • 32. 120 Million People Accruing Points, Leveling Up, and Earning Rewards Frequent Flyer Program
  • 33. Human Computation by Game
  • 34.  
  • 35.  
  • 36.  
  • 37.  
  • 38. Photo Sharing
  • 39. Commerce
  • 40. Social SNS: Communication & Conversation Game Competition Challenge Reputation Local Local Information Life Logging Reward Funny Informative Friendly
  • 41.  
  • 42.  
  • 43. Advertising
  • 44. Health
  • 45.  
  • 46. Health & Wellness Game
  • 47. Schools are near-perfect game ecosystems: • Motivated Players • Challenges • Rewards • Rules • Levels • Appointment Dynamics • Countdowns • Incentives / Disincentives School is a game (just a poorly designed one)
  • 48. Grades (status) => Levels (progression) No Disincentives Focus on final goal, not interim ersatz rewards Highly Engaged Cheating => Collaboration Move from omnipotent admin to a self-enforced game Change the School Game
  • 49. Collaboration
  • 50. Brain Gym
  • 51. Coca-Cola’s Friendship Machine Rewards Cooperation With Cokes Marketing
  • 52. McDonald's interactive Pong billboard brings big-screen elation, tomorrow's lunch
  • 53.  
  • 54. By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes, according to Gartner, Inc Enterprise
  • 55.  
  • 56.  
  • 57.  
  • 58. Energize Your Workplace Drive Performance Improvement Innovate Organically Motivate Teams Identify Emerging Leaders 5 Ways You Can Use Games at Work http://bit.ly/lmdynJ
  • 59. Reinvent
  • 60.  
  • 61. Solution
  • 62. Platform Ecosystem Economy
  • 63. 1.)  Gamify 2.)  Badgeville 3.)  Bunchball 4.)  Big Door Media 5.)  CrowdTwist 6.)  Cynergy 7.)  SpectrumDNA 8.)  Reputely 9.)  iActionable 10.)  Scvngr 11.)  Manumatix 12.)  Leapfrog Builders
  • 64.  
  • 65.  
  • 66. Entertainment Game unGame Online Services (Social Game) Offline Services Life, Business, Education
  • 67. Gamify the World Living is Playing Game
  • 68.  
  • 69. Games Are the New ‘Normal'  Al Gore
  • 70. “ Hafta” “ Wanna” Slavery Freedom Duty Fun Work Play Efficiency Pleasure
  • 71. Play to Save the World
  • 72. Adding Play to the Enterprise [infographic] http://bit.ly/mAlkjk http://gamification.org/wiki/Encyclopedia http://gamification.co/ Jane McGonigal: Gaming can make a better world http://bit.ly/aDmAYY Gamification Workshop 2010 http://slidesha.re/cD6YRD SXSW Keynote - The Game Layer On Top Of The World http://slidesha.re/gHggtF Meaningful Play http://slidesha.re/hVLRgD http://bit.ly/i9mLUA KangImSeong - Standing on the blurred border between game and reality http://www.youtube.com/watch?v=qgdNVwSNkJE
  • 73. @ josanku