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Gamification korea 김정태
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Gamification korea 김정태

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  • 1. Gamification@JungTae KimProfessor, Game Art & Design, Shepherd UniversityGame Producer, Game In USA Inc., ( www.gameInUSA.com )12-11-2012Gamification Movement :
  • 2. Contents• Gamification@– Why Gamification@ ?– ‘gamification@’ stands for– gamification@business– gamification@anything• Dynamical Model– Background Theories– Four primary factors for Dynamical Model– Achievement, Effectiveness– Physical Assumption of Dynamical Model, Sigmoidal Equation– Four Primary Factors on Dynamical model– Dynamical Model for Gamification@Education• Simulations– Characteristics of the coefficients– The reasonable values of the coefficients through example– Sensitivity of the coefficient– Numerical Results of GamificationGamification@JTKim
  • 3. Games as ArtIn 2011, video games can be afforded the same constitutional protections as visual art,film, music and other forms of expression. The U.S. Supreme Court has characterized‘digital games’ as thus, “Like protected books, plays, and movies, they communicateideas through familiar literary devices and features distinctive to the medium”, just likeother art forms.Gamification@JTKimFirst Amendment to the United StatesConstitution, regarding freedom ofspeech, freedom of the press, religiousfreedom, freedom of assembly, and rightto petition . Video games are art, andthey deserve the exact same FirstAmendment protections as books, comics,plays and all the rest, the U.S. SupremeCourt said Monday in a ruling about thesale of violent video games in California.
  • 4. Despite the progress of digital gaming overall, in some countries, previously heldnegative preconceptions of gaming have led people to not only dismiss its pure andright function, but also believe that games lead to a dysfunctional lifestyle. Take thecase of South Korea, under recently established Korean statutes, a law known as theShutdown Law, aka the Cinderella Law, bars children under the age of 16 from playingonline games between midnight and 6:00am. This is due to the government’s fears ofchildren becoming over-immersed in any online activity.Cinderella Law
  • 5. Gamification help player get smarter, faster.Gamification@JTKim
  • 6. Gamification can help player live longer.Gamification@JTKim
  • 7. Gamification• The use of game design elements, characteristic forgames, in non-game contexts -Sebastian Deterding and more(2011)• The process of game-thinking and game mechanics toengage users and solve problems-Gamification by Design(2011)• The idea of using game-thinking and game mechanics tosolve problem and engage players:audiences,customers,users,clients,buyers,learners,patients,soldiers– The concept of applying game-design thinking to non-game applicationshas gained common acceptance in everyday activity.– The main goal of gamification is to encourage greater engagement inpeople and aiding in creating richer experiences in everyday life eventsthru a game scenario and most importantly, with more enjoyment- CGAG2012, JungTae Kim(2012)Gamification@JTKim
  • 8. Why gamification@ ?1. With the intent of hoping to see a broader use ofgamification2. Desiring to see a pure and right function of gameblending into ones everyday life by applyinggamification3. Adopting the idea of gamification@ can inspire andcontribute to the development of theoretical ideassupporting gamification4. I coined the expression :“gamification@ (location or purpose)”Gamification@JTKim
  • 9. ‘Gamification@’ stands for• Gamification@ is both a symbol and a term. While serving torepresent gamification as a whole, it can also be defined as theapplication of gamification to any human endeavor.gamification forgamification ofgamification ongamification ingamification togamification …gamification at@Gamification@JTKim
  • 10. gamification@businessGamification@ is both a symbol and a term. While serving to represent gamification as a whole, it can also bedefined as the application of gamification to any human endeavor.Gamification@JTKim
  • 11. gamification@anything• By vitalizing the research of gamification and announcing a pure andright function of gaming to the public, it is possible to foresee a universalapplication to nearly every aspect of life.Gamification@JTKim@wineryanythingagriculturebookstoreCafédentistry educationfinancefitnesshealthcareanywhereeverythingmarketingmedicare militaryschoolshoppingtraininggyminternetjukeboxkindergartennewspaperorchestralotterypoliticsQ&ArecreationuniversityvotingyogazooX-masvillage
  • 12. Future Works• Be a gamifier !– a profession that is a mixture of a film director and anarchitect related to gamification.– A gamifier has to be creative and able to create agamification concept for any given entity (mostly within anorganization), to do so the gamifier has to get involved to findthe gamefactor of that entity.• Gamification Movement– announcing a pure and right function of gaming to the public• Archiving “History of Gamification”Gamification@JTKim
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  • 14. http://www.myamericanfarm.org/educator_resources/Gamification@JTKim
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  • 20. http://games.starbucks.com/Gamification@JTKim
  • 21. Ever since Bluetooth intruded the ever evolving and expandingcompass of technology, wireless communication became easierto a considerable extent. With the due course of time,Bluetooth made its way into stuffs like thermometer and heartrate monitoring devices.Gamification@JTKim
  • 22. Japanese "Smart Brush" Helps Kids BrushGamification@JTKim
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  • 34. Yoga Retreat will provide a "daily gaming oasis" by teaching players real yoga techniques.Gamification@JTKim
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  • 41. Four primary factors for Dynamical ModelDynamical ModelGamification@JTKim
  • 42. Achievement in traditional way of learning has a limitation of educational effectiveness.The ideal case of the effectiveness in traditional learning is represented as a solid red line.General caseAchievement ( skill or Knowledge )Time ( or Effort )General caseTime ( or Effort )EffectivenessAchievement, EffectivenessDynamical ModelGamification@JTKim
  • 43. Physical Assumption of Dynamical ModelETWTime, tEducational Effectivenessx(t)The solid red line and the dashed blue line represent the educational effectiveness over time through traditional way and Gamification respectively.x(t) : the educational effectiveness thru GamificationG : the growth rate thru GamificationL : a learning capacity,at(1)The equation (1) is identical tothe Verhulst model for growth of human populations.Dynamical ModelGamification@JTKim
  • 44. Sigmoidal EquationETWTime, tEducationalEffectivenessx(t)- general form of a sigmoidal equation(2)Dynamical ModelGamification@JTKim
  • 45. Four Primary Factors on Dynamical model1. The constant d as the growth rate of educational effectiveness through gamification, G. Sincethe Control suggests that if the user can dominate the game, more time will be spent in thegame, d can be considered as the Control in this model.2. The reciprocal of b/a , a/b , is learning capacity, L. Assume that the relatively high Challengeand relatively low Fantasy reduce the rate of change of educational effectiveness with respectto time respectively. So, b and a are denoted as Challenge and Fantasy respectively.3. To acquire when t>0, the value of t at inflection point needs to be positive. So that thefollowing condition, c >b , is obtained. The condition, c >b , states that the constant, c, isrelatively higher than the constant, b, to keep accelerating the educational effectiveness. Sincethe constant, b, is Challenge, the assumption of the constant, c, as Curiosity is understandable.Dynamical ModelGamification@JTKim
  • 46. Dynamical Model for Gamification@EducationTime, tEducational Effectivenessx(t)ETWt*BATime, tEducational Effectivenessx(t)ETWt*ETW t*‘A’ in the left figure states the area of ETW from t=0 to t=t* and ‘B’ in the right figure states the area of x(t) from t=0 to t=t*.To take the advantage of the educational effectiveness through the Gamification needs to satisfy A<B.<a : fantasyb : challengec : curiosityd : controlDynamical ModelGamification@JTKim
  • 47. Questions ?Email : game3651@gmail.comSite : www.gameInUSA.com한국전화 : 070-8248-9870미국전화 : 323-387-0335 (USA)