« The application of concepts and techniques from games to other area of activity » Oxford university press « Gamification is the process of using game concepts to engage users » Gabe zichermann. “…The use of game mechanics and dynamics like badges, leaderboards, and actions can be useful for improving motivation and learning in informal and formal settings.”
Engage users Showing a path for mastery and Autonomy Motivate people for task considered Boring Engage Collaboration and Competition Create Loyalty program Motivate learnability Make things FUN!
WORLD OF WARCRAFT DUNGEON & DRAGON
Players Context, referent pleasure, a conflict Univers Plot Rules that defines: Limitations of the games and the ressources that the player needs Objectives assigned to the Player Procedures to reach it Win/loose consequences Challenge resulted from conflict to satisfy the objectives
Players Dynamic system=>Game behavior=> Game experience Difined with rules That produce comparable result (reward, Win/loose condition) Wich the player is emotionaly attached That gives senstation of player dependence=> Player responsability and choice Mais sans effets incontrôlés sur la vie réelle (notion de cercle magique)
Today: Futur: 1980: the 2000: First Gamification trough anAntiquity Begining of use for solving gamified social games Gamification problems existence? http://www.elgamificator.com/gamification/histoire
To subsist in a terrible hunger, the lydiens create dice, ossicles, ball game and other games types to deceive thier hunger by playing one day, and eating the second day, during 18 years. Told by Herodote
Status loyalty In 1981, United Airlines launched its AAdvantage program: flying with United Airlines did earn points that travelers could exchange against free flights, and exotic vacation . FFP: Frequente Flyer Programs Points Rewards Status Competition and community
Social Games Revolution!!
+100 000 +1 +5000 +100+80 +20 000 + 500 000To an gamified existence ?
Gamepocalypse Idea: « Every second of your life, you are actually playing agame in someway » Jesse Schell +80 +50 +100 +20 +5 +1 http://www.youtube.com/watch?v=4PkUgCiHuH8
7 core concept for creating compelling Experiences 1. Know’s who’s playing 2. Build positive emotion into your core activity loop 3. Design for 3 key’s stages of your players lifecycle 4. Build a system that’s easy to learn and hard to master 5. Use progress mechanics to light the way toward learning & mastery 6. As players progress, increase the challenge and complexity 7. Embrace intrinsic motivators like Amy Jo Kim power, autonomy and belonging
Women ManEmotion Domination & MasteringReal world CompetitionMothering DestructionDialogues and textual puzzles Spatial puzzlesLearning by example Learning by experimentation (testing)
Game Mechanics Games Dynamics Points Reward Levels Status Challenges AchievementVirtual Goods and space Self-Expression Leaderboards Competition Gifts and charity Altruism
Maintain the player Flow
Games are not fun Becausethey’re games, but when they arewell-designed
We do have problem’s too? Maybe weshould need to gamify our structure!!