Lets play TYPO3

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This talk explains games and gamification. It has a look on why introducing mechanics from the game world into the TYPO3 project or your company may help to improve user involvement and efficiency. …

This talk explains games and gamification. It has a look on why introducing mechanics from the game world into the TYPO3 project or your company may help to improve user involvement and efficiency.

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  • We’ll have a look into “what games are” and “why we like them”.\nWe’ll learn about the current buzzword “gamification”.\nAnd of course we will see and DISCUSS why this is all matters for TYPO3.\n
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  • * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
  • * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
  • * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
  • * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
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  • freedom to experiment (as participants explore ways to win through play within the ruleset)\n
  • In positive and negative situations\n
  • People dive into the worst nightmares of WW II - like the D-Day Landing - voluntarily\n
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  • Quote: “Humans (Homo sapiens) are primates of the family Hominidae, and the only living species of the genus Homo. They originated in Africa, where they reached anatomical modernity about 200,000 years ago.\n
  • Quote: “Humans (Homo sapiens) are primates of the family Hominidae, and the only living species of the genus Homo. They originated in Africa, where they reached anatomical modernity about 200,000 years ago.\n
  • The oldest known tools are the "Oldowan stone tools" from Ethiopia\n
  • The oldest known tools are the "Oldowan stone tools" from Ethiopia\n
  • The oldest known tools are the "Oldowan stone tools" from Ethiopia\n
  • Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
  • Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
  • Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
  • Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
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  • Let’s have a closer look into this...\n
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  • throw arms in the air\n
  • throw arms in the air\n
  • throw arms in the air\n
  • throw arms in the air\n
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  • pronounciation: cheek-SENT-me-high (Csíkszentmiháli)\n
  • pronounciation: cheek-SENT-me-high (Csíkszentmiháli)\n
  • pronounciation: cheek-SENT-me-high (Csíkszentmiháli)\n
  • One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
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  • vicarious = stellvertretend\n\nmy student gets best mark example \n
  • vicarious = stellvertretend\n\nmy student gets best mark example \n
  • vicarious = stellvertretend\n\nmy student gets best mark example \n
  • vicarious = stellvertretend\n\nmy student gets best mark example \n
  • confer = gewähren\n\nexample football match (feeling in your team)\n
  • confer = gewähren\n\nexample football match (feeling in your team)\n
  • confer = gewähren\n\nexample football match (feeling in your team)\n
  • confer = gewähren\n\nexample football match (feeling in your team)\n
  • confer = gewähren\n\nexample football match (feeling in your team)\n
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  • it doesn’t have to be “saving” the world...\n
  • it doesn’t have to be “saving” the world...\n
  • it doesn’t have to be “saving” the world...\n
  • it doesn’t have to be “saving” the world...\n
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  • doesn’t need to reflect the real world\nshort: a mechanism so others see your achievements\n
  • Access to special products or areas\nBC100: access to Bahn Lounge with free coffee, etc. Make products available 1 day earlier, limited editions\n
  • administrator, moderator\n\n
  • least important\nand: stuff is only good until redeemed!\n
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  • Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
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  • can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • can “code school” be a partner?\ncurrent blockers: example: achievement\n
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  • Now’s the time to ask your questions\nIf you’d like to have a more detailed discussion with me, feel free to visit me at the dkd booth today or send an email\n
  • Now’s the time to ask your questions\nIf you’d like to have a more detailed discussion with me, feel free to visit me at the dkd booth today or send an email\n
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Transcript

  • 1. Let’s play TYPO3!Søren SchaffsteinCEO of dkd Internet Service GmbHFrankfurt, Germany
  • 2. Advertisement
  • 3. Advertisement
  • 4. What is a game?4 fundamentals of a game
  • 5. Goal
  • 6. Rules
  • 7. Feedbacksystem
  • 8. Voluntaryparticipation
  • 9. Why do we likegames?
  • 10. World of Warcraft How many hours gamers worldwide have spent playing World of Warcraft?
  • 11. World of Warcraft yea rs How many hours gamers worldwide have spent playing World of Warcraft?
  • 12. Kheops Pyramid approx. 4,500 years
  • 13. Homo sapiens approx. 200,000 years
  • 14. Oldowan stone tools ega M rs yea approx. 2.5 million years
  • 15. Orrorin tugenensis approx. 6 Megayears
  • 16. Orrorin tugenensis approx. 6 Megayears
  • 17. What makes peopleplay a game for over 6 million years?
  • 18. They aren’t even rewarded! Or are they?
  • 19. Let’s play a game Bullshit Bingo
  • 20. Let’s play a game
  • 21. Let’s play a game
  • 22. Rewards fromplaying a gameIntrinsic rewardsExtrinsic rewards
  • 23. Intrinsicrewards
  • 24. Fiero “fiero” is the italian word for “pride” Describes an “emotional high” You know it, when you experience it!
  • 25. Fiero
  • 26. Flow American psychologist Mihály Csíkszentmiháli Flow is “the satisfying, exhilarating feeling of creative accomplishment and heightened functioning”
  • 27. What is Flow? High Anxiety Area (shut down) n e Zo owChallenge level Fl Boredom Area (not engaged) Low Skill level High
  • 28. Flow During Flow we feel “fully alive, full of potential and purpose” One cannot force oneself to enter flow Depressing lack of Flow in everyday life Overwhelming abundance in gamelike activities challenging clear rules for action potential for increased difficulty and improvement
  • 29. Naches A Yiddish word for “bursting pride” “Vicarious pride” We feel it when someone else we’ve mentored succeeds
  • 30. Communitas “The spirit of community” A powerful sense of togetherness, solidarity, and social connection Confers benefits even in short timespans You feel it right here at the conference!
  • 31. Progress Progress keeps motivation going It’s valueable feedback The best progress systems never reach 100%
  • 32. Meaning You’re more likely to act if your action has meaning Ideally: epic meaningYou simply need to know why you are doing this
  • 33. Extrinsicrewards
  • 34. Status
  • 35. Access
  • 36. Power
  • 37. Stuff
  • 38. Isn’t payment agood reward?
  • 39. No
  • 40. Is payment a good reward? We have a limited funds As soon as we stop payment, people stop participating Research shows that payment decreases motivation
  • 41. Back to World of Warcraft Reason Clear goal Actionable next steps Reward Progress
  • 42. What is Gamification?
  • 43. n otWhat is gamification?
  • 44. TYPO3 Wizard n otWhat is gamification? 100 Forge Tickets closedFLOW3 Hero2012
  • 45. Definition of Gamification applyinggame mechanics to non-games
  • 46. Definition of Gamification “ attributes game the use of to drive game-like player behaviorin a non-game context ” Michael Wu
  • 47. Examples ofGamification
  • 48. Naked Password http://nakedpassword.com/
  • 49. Naked Password http://nakedpassword.com/
  • 50. Naked Password http://nakedpassword.com/
  • 51. Naked Password http://nakedpassword.com/
  • 52. total calories burned
  • 53. CD
  • 54. CD it ais e? gam
  • 55. CD
  • 56. freerice.com
  • 57. freerice.com
  • 58. Rails for Zombies
  • 59. Rails for Zombieshttp://www.codeschool.com/courses/rails-for-zombies-redux
  • 60. Rails for Zombies
  • 61. Rails for Zombies
  • 62. Rails for Zombies
  • 63. Example: Symfony
  • 64. Example: Symfony
  • 65. Example: Symfony
  • 66. What’s in for TYPO3TYPO3? Wizard
  • 67. What’s in for TYPO3? Can we make “onboarding” more fun? Can we build something like a “TYPO3 for Zombies” Tutorial? Individual fame for many (expand the profiles on typo3.org to show personality, achievements, status, etc.) Remove current blockers Should we start a “gamification team”?
  • 68. What to takehome
  • 69. What to take home Gamification can greatly improve your user interaction and involvement If you consider gamification for your project, take the whole approach and don’t “just add badges” TYPO3 can profit from gamification in areas where we need to get new users interested or reactivate inactive users
  • 70. What to take home If you want to get started with “gamification” I recommend reading: “Gamification by Design” Gabe Zichermann & Christopher Cunningham, OReilly (2011)
  • 71. Time for QuestionsOr write me: soeren.schaffstein@dkd.de
  • 72. I’d love your feedback! Please honor allspeakers by voting for their talks! Enjoy T3CON12!
  • 73. “ The best way tochange the future is to play with it first. ” Stefanie Olsen, CNET News
  • 74. dkd development kommunikation designthank you!
  • 75. References
  • 76. References (books) Reality is Broken Jane McGonigal, Penguin Books (2011) Gamification by Design Gabe Zichermann & Christopher Cunningham, OReilly (2011) Game Mechanics: Advanced Game Design Ernest Adams und Joris Dormans, New Riders (2012)
  • 77. Image Reference 1 Goal http://www.istockphoto.com/stock-photo-1725504-putter-and-ball.php? st=ebcc652 Rules http://www.istockphoto.com/stock-photo-18848607-soccer-referee.php? st=ebcc652 Feedback by Carsten Lambrecht Voluntary Participation by Søren Schaffstein (typical game scene during a game of “Memoir 44”)
  • 78. Image Reference 2 Status http://www.istockphoto.com/stock-photo-12812261-military- ribbons.php?st=ebcc652 Access http://www.istockphoto.com/stock-photo-12865235-chrome-stanchion- post.php?st=ebcc652 Power http://www.istockphoto.com/stock-photo-7647328-captain-smash.php? st=ebcc652 Stuff http://www.istockphoto.com/stock-photo-14293043-cardboard- boxes.php?st=09d2604
  • 79. Image Reference 3 Fiero © Dudarev Mikhail - Fotolia.com: http://de.fotolia.com/id/40143868 Questions & Answers: Trivial Pursiut http://www.flickriver.com/photos/lwr/229080551/
  • 80. Image Reference (chapter images) What is a game? Photos: Søren Schaffstein (game pieces from the games: “Mensch ärgere Dich nicht”, “Memoir 44”, “Carcassonne”) Why do we like games? Photos: Søren Schaffstein (cards from the games: “Magic the Gathering”, “Memoir 44”, “Race for the Galaxy”) What is gamification? Photos: Søren Schaffstein (dice from the games: “Memoir 44”, “Dice Run”, “Railroad Dice” Isn’t payment a good reward? Photos: Søren Schaffstein (play money from the game: “Funkenschlag”
  • 81. References “external sources” “payment decreases motivation” Deci, Edward L., Richard Koestner, and Richard M. Ryan. “A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation.” Psychological Bulletin, November 1999, 125(6): 627-68. DOI 10.1037/0033-2909.125.6.627