Your SlideShare is downloading. ×
Guilds and gamification: Computer games as a social medium
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Guilds and gamification: Computer games as a social medium

680

Published on

Presentation given at HU University of Applied Science on January 19, 2012.

Presentation given at HU University of Applied Science on January 19, 2012.

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
680
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Guilds and Gamification: Computer games as a social medium Jeroen van Bree Utrecht, 19 January 2012
  • 2. 1972
  • 3. 400 billion
  • 4. first wave: MMOGsecond wave: gamification
  • 5. MMOG
  • 6. MassivelyMultiplayer Online Games
  • 7. Average age: 31_ 3132% women_ womenHours played per week: 21_ source: Nick Yee, et AL., 2010
  • 8. 24
  • 9. 25
  • 10. 26
  • 11. 27
  • 12. 28
  • 13. 29
  • 14. 30
  • 15. 31
  • 16. 32
  • 17. 33
  • 18. 34
  • 19. 35
  • 20. 36
  • 21. 38
  • 22. 39
  • 23. 40
  • 24. complementarity
  • 25. signalingmeritocracy
  • 26. self management
  • 27. proficiency
  • 28. rule set source: Van Mastrigt, Salen & Zimmerman
  • 29. declarative contentrule set
  • 30. game playdeclarative contentrule set
  • 31. Gilian Laub for The New York Times
  • 32. first wave: MMOGsecond wave: gamification
  • 33. game mechanics
  • 34. pointsleaderboard rewards
  • 35. gamification
  • 36. You can’t choose a solutionfrom the “solution shelf”, youhave to DESIGN the wayforward. - Marty Neumeier
  • 37. Game Design game play rule set
  • 38. Game Design game play rule set
  • 39. Second-order Design game playtest adjust rule set
  • 40. Analysis of the frameworkBrainstorms with the PLAYERSAdd RULESPaper prototypingPlaytest BEHAVIORRefine rule set
  • 41. points introjected regulationleaderboard (ego enhancement) rewards external regulation source: Ryan & Deci, 2000
  • 42. To a large extent, your company is beingmanaged by long-departed theorists whoinvented the conventions of “modernmanagement” back in the early years ofthe 20th century. - Gary Hamel
  • 43. competenceautonomy
  • 44. meaningful play
  • 45. clear goals strategy choice feedback
  • 46. clear goals strategymeaningful choice feedback
  • 47. clear goals strategymeaningful choice direct feedback
  • 48. clear goals strategy recoverablemeaningful choice loss direct feedback
  • 49. clear goals strategy recoverablemeaningful choice loss direct feedback
  • 50. meaningful playavoid extrinsic motivators don’t copy, but design
  • 51. Jeroen van Breejeroen.vanbree@novay.nlmobile: +31 (0)653 187 512twitter: @jeroenvanbreeblog: opentheblinds.comCapitool 15P.O. Box 5897500 AN EnschedeThe Netherlandswww.novay.nl
  • 52. You are free to copy, distribute and transmit the work under the following conditions:AttributionYou must attribute the work to the presenter and to Novay by mentioning our website,http://www.novay.nl (but not in any way that suggests that Novay endorses you or youruse of the work).NoncommercialYou may not use this work for commercial purposes.No derivative worksYou may not alter, transform, or build upon this work.

×