Guilds and gamification: Computer games as a social medium

923 views

Published on

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
923
On SlideShare
0
From Embeds
0
Number of Embeds
72
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Guilds and gamification: Computer games as a social medium

  1. 1. Guilds and Gamification: Computer games as a social medium Jeroen van Bree Utrecht, 19 January 2012
  2. 2. 1972
  3. 3. 400 billion
  4. 4. first wave: MMOGsecond wave: gamification
  5. 5. MMOG
  6. 6. MassivelyMultiplayer Online Games
  7. 7. Average age: 31_ 3132% women_ womenHours played per week: 21_ source: Nick Yee, et AL., 2010
  8. 8. 24
  9. 9. 25
  10. 10. 26
  11. 11. 27
  12. 12. 28
  13. 13. 29
  14. 14. 30
  15. 15. 31
  16. 16. 32
  17. 17. 33
  18. 18. 34
  19. 19. 35
  20. 20. 36
  21. 21. 38
  22. 22. 39
  23. 23. 40
  24. 24. complementarity
  25. 25. signalingmeritocracy
  26. 26. self management
  27. 27. proficiency
  28. 28. rule set source: Van Mastrigt, Salen & Zimmerman
  29. 29. declarative contentrule set
  30. 30. game playdeclarative contentrule set
  31. 31. Gilian Laub for The New York Times
  32. 32. first wave: MMOGsecond wave: gamification
  33. 33. game mechanics
  34. 34. pointsleaderboard rewards
  35. 35. gamification
  36. 36. You can’t choose a solutionfrom the “solution shelf”, youhave to DESIGN the wayforward. - Marty Neumeier
  37. 37. Game Design game play rule set
  38. 38. Game Design game play rule set
  39. 39. Second-order Design game playtest adjust rule set
  40. 40. Analysis of the frameworkBrainstorms with the PLAYERSAdd RULESPaper prototypingPlaytest BEHAVIORRefine rule set
  41. 41. points introjected regulationleaderboard (ego enhancement) rewards external regulation source: Ryan & Deci, 2000
  42. 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. 43. competenceautonomy
  44. 44. meaningful play
  45. 45. clear goals strategy choice feedback
  46. 46. clear goals strategymeaningful choice feedback
  47. 47. clear goals strategymeaningful choice direct feedback
  48. 48. clear goals strategy recoverablemeaningful choice loss direct feedback
  49. 49. clear goals strategy recoverablemeaningful choice loss direct feedback
  50. 50. meaningful playavoid extrinsic motivators don’t copy, but design
  51. 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. 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.

×