Mobile communication, gamification and ludification
Upcoming SlideShare
Loading in...5
×
 

Mobile communication, gamification and ludification

on

  • 768 views

Presented at Mindtrek 2012, October 5th 2012, Tampere

Presented at Mindtrek 2012, October 5th 2012, Tampere

Statistics

Views

Total Views
768
Views on SlideShare
761
Embed Views
7

Actions

Likes
3
Downloads
16
Comments
0

3 Embeds 7

http://www.slashdocs.com 4
http://www.docshut.com 2
http://www.docseek.net 1

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Mobile communication, gamification and ludification Mobile communication, gamification and ludification Presentation Transcript

  • 0% complete Mobile Communication Gamification Ludification Maura BoucaMindtrek 2012 | Tampere | October 5th 2012 @maurabouca mbou@itu.dk
  • 3% complete Mobile CommunicationGamification Ludification
  • 3% complete Mobile CommunicationGamification Ludification
  • 3% complete Mobile CommunicationGamification Ludification
  • 3% complete Mobile CommunicationGamification Ludification
  • 5% completeGamification Ludification
  • 8% complete MobileCommunication Ludification
  • 10% complete Mobile CommunicationGamification
  • 10% complete Mobile CommunicationGamification Mobile Communication Gamification Ludification
  • 13% completeMobile communication
  • 13% completeMobile communication
  • 13% completeMobile communication
  • 15% complete“The use of game design elements innon-gaming contexts” (Deterding, S., Sicart, M., Nacke, L.,O’Hara, K., & Dixon, D.,2011)(badges, points, leaderboards) Gamification
  • 18% complete“The use of game design elements innon-gaming contexts” (Deterding, S., Sicart, M., Nacke, L.,O’Hara, K., & Dixon, D.,2011)“Game layer on top of theworld” (Priebatsch, S., 2010, http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html)“Games make a betterworld” (McGonnigal,2010, http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html) Gamification
  • 21% complete process of becomingGame -ificationGam ification
  • Ludification 24% complete of culture
  • Ludification 24% complete of cultureLudification of culture “socio-cultural trend” (Khaled, Deterding, Nacke and Dixon)
  • Ludification 26% complete of culture“video games have become a cultural mediumand source of formative experiences on a par withliterature, movies, or television (...).Technologies,tropes, references and metaphors, mindsetsand practices flowing from games increasinglysuffuse society and everyday life”(Khaled, Deterding, Nacke and Dixon, 2011)
  • Ludification 29% complete...of culture
  • Lud ification 31% completeLudus -ification play process of becoming game sporttraining Ludo to play
  • 34% complete“That complex whole which includes knowledge,belief, art, morals, law, custom, and any othercapabilities and habits acquired by man as amember of society” (Tylor as cited in Boellstorff, 2006) ...of culture
  • 36% complete“That complex whole which includes knowledge,belief, art, morals, law, custom, and any othercapabilities and habits acquired by man as amember of society” (Tylor as cited in Boellstorff, 2006) ...of culture
  • Ludification 39% complete of culture Homo Ludens Huizinga Play preexists culture knowing philosophy art poetry law war
  • Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • Ludification 41% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • Ludification 44% complete of cultureMan, Play and Games playing “reveals theCaillois character, pattern, and values of every society”
  • Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society”
  • Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society” custom morals
  • Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society” knowledge belief art morals customCulture lawTylor custom morals
  • Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society”
  • Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society” custom morals
  • Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society” knowledge belief art morals customCulture lawTylor custom morals
  • Ludification 52% complete of cultureAmbiguity of Play ritual and festivals areBrian Sutton-Smith forms of play.
  • Ludification 55% complete of culture ritual and festivals are forms of play.
  • Ludification 55% complete of culture ritual and festivals are forms of play. religion belief
  • Ludification 55% complete of culture ritual and festivals are forms of play. knowledge belief religion art moralsCulture lawTylor custom belief
  • Ludification 57% complete of cultureTylorknowledge knowingbelief ritual and festivalart artmorals valueslaw lawcustom pattern Huizinga’s Homo Ludens Sutton-Smith’s Ambiguity of Play Callois’ Man, Play and Games
  • Ludification 60% complete of cultureculture playknowledge knowingbelief ritual and festivalart artmorals valueslaw lawcustom pattern
  • Ludification 62% complete of culture• Game programs at universities• Museum exhibitions with games• Growth of game studies• Studies of the “excluded” (gender, class -literacies...)... Gamification
  • 65% completeGamification Ludification
  • Lud ification 67% completeLudus -ification play process of becoming game sporttraining Ludo to play
  • Lud ification 67% completeLudus -ification play process of becoming game sporttraining Ludo to playGameGam ification
  • 71% complete GamificationLudification
  • 73% complete“The use of game design elements innon-gaming contexts” (Deterding, S., Sicart, M., Nacke, L.,O’Hara, K., & Dixon, D.,2011)“Game layer on topof the world” (Priebatsch, S.,2010, http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of Gamification_the_world.html)“Games make a betterworld” (McGonnigal,2010, http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html)
  • 76% completeKhaled, Deterding, Nacke and Dixonprecursors of gamification•in HCI •ludic design •persuasive technology•in game studies • serious games • pervasive games •ludification of culture Gamification Ludification
  • 78% completeKhaled, Deterding, Nacke and Dixonprecursors of gamification•in HCI •ludic design •persuasive technology•in game studies • serious games • pervasive games •ludification of culture Gamification Ludification
  • 81% complete MobileCommunication Ludification
  • 84% complete MobileCommunication Ludification “taken for granted” Mobile Communication ubiquity of games
  • 86% complete Mobile CommunicationGamification
  • 89% completeSmartphones Gamification
  • 91% complete Mobile CommunicationGamification Ludification
  • 94% completeMobile phones Gamification Ludification
  • socio-cultural context 94% complete Technology Business ideaMobile phones Gamification Ludification
  • 100% complete Thank youMindtrek 2012 | Tampere | October 5th 2012 @maurabouca mbou@itu.dk