Mobile communication, gamification and ludification
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Mobile communication, gamification and ludification

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Presented at Mindtrek 2012, October 5th 2012, Tampere

Presented at Mindtrek 2012, October 5th 2012, Tampere

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Mobile communication, gamification and ludification Presentation Transcript

  • 1. 0% complete Mobile Communication Gamification Ludification Maura BoucaMindtrek 2012 | Tampere | October 5th 2012 @maurabouca mbou@itu.dk
  • 2. 3% complete Mobile CommunicationGamification Ludification
  • 3. 3% complete Mobile CommunicationGamification Ludification
  • 4. 3% complete Mobile CommunicationGamification Ludification
  • 5. 3% complete Mobile CommunicationGamification Ludification
  • 6. 5% completeGamification Ludification
  • 7. 8% complete MobileCommunication Ludification
  • 8. 10% complete Mobile CommunicationGamification
  • 9. 10% complete Mobile CommunicationGamification Mobile Communication Gamification Ludification
  • 10. 13% completeMobile communication
  • 11. 13% completeMobile communication
  • 12. 13% completeMobile communication
  • 13. 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
  • 14. 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
  • 15. 21% complete process of becomingGame -ificationGam ification
  • 16. Ludification 24% complete of culture
  • 17. Ludification 24% complete of cultureLudification of culture “socio-cultural trend” (Khaled, Deterding, Nacke and Dixon)
  • 18. 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)
  • 19. Ludification 29% complete...of culture
  • 20. Lud ification 31% completeLudus -ification play process of becoming game sporttraining Ludo to play
  • 21. 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
  • 22. 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
  • 23. Ludification 39% complete of culture Homo Ludens Huizinga Play preexists culture knowing philosophy art poetry law war
  • 24. Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • 25. Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • 26. Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • 27. Ludification 39% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • 28. Ludification 41% complete of cultureCulture Homo LudensTylor Huizinga Play preexists cultureknowledge knowingbelief philosophyart artmorals poetrylaw lawcustom war
  • 29. Ludification 44% complete of cultureMan, Play and Games playing “reveals theCaillois character, pattern, and values of every society”
  • 30. Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society”
  • 31. Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society” custom morals
  • 32. Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society” knowledge belief art morals customCulture lawTylor custom morals
  • 33. Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society”
  • 34. Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society” custom morals
  • 35. Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society” knowledge belief art morals customCulture lawTylor custom morals
  • 36. Ludification 52% complete of cultureAmbiguity of Play ritual and festivals areBrian Sutton-Smith forms of play.
  • 37. Ludification 55% complete of culture ritual and festivals are forms of play.
  • 38. Ludification 55% complete of culture ritual and festivals are forms of play. religion belief
  • 39. Ludification 55% complete of culture ritual and festivals are forms of play. knowledge belief religion art moralsCulture lawTylor custom belief
  • 40. 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
  • 41. Ludification 60% complete of cultureculture playknowledge knowingbelief ritual and festivalart artmorals valueslaw lawcustom pattern
  • 42. 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
  • 43. 65% completeGamification Ludification
  • 44. Lud ification 67% completeLudus -ification play process of becoming game sporttraining Ludo to play
  • 45. Lud ification 67% completeLudus -ification play process of becoming game sporttraining Ludo to playGameGam ification
  • 46. 71% complete GamificationLudification
  • 47. 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)
  • 48. 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
  • 49. 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
  • 50. 81% complete MobileCommunication Ludification
  • 51. 84% complete MobileCommunication Ludification “taken for granted” Mobile Communication ubiquity of games
  • 52. 86% complete Mobile CommunicationGamification
  • 53. 89% completeSmartphones Gamification
  • 54. 91% complete Mobile CommunicationGamification Ludification
  • 55. 94% completeMobile phones Gamification Ludification
  • 56. socio-cultural context 94% complete Technology Business ideaMobile phones Gamification Ludification
  • 57. 100% complete Thank youMindtrek 2012 | Tampere | October 5th 2012 @maurabouca mbou@itu.dk