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Sabbaticalintro Sabbaticalintro Presentation Transcript

  • My Sabbatical atHogwarts: InitialExplorations into Meaningful Gamification Scott Nicholson, Syracuse University School of Information Studies Visiting Professor, MIT, Comparative Media Studies
  • Overview •GamingBMIT in Libraries DMIT •Choosing a Path AMIT • New Directions
  • A Request
  • Before MIT
  • Lifelong Gamer
  • Game Design
  • Syracuse in 2001
  • Online education
  • Gaming in Libraries
  • Online Video
  • During MITVisiting Professor, Comparative Media StudiesVisiting Scholar, Singapore-MIT GAMBIT Game LabResident Scholar, Simmons Hall
  • Comparative Media Studies
  • GAMBIT Game Lab
  • Education Arcade
  • Simmons Hall
  • Libraries at MITIndependent Activities PeriodARG Design WorkshopExcellent information infrastructure…
  • Two Paths •Game StudiesGAMBIT •Rec. Game Creation (based in research) Ed •Learning Game Creation •Teachers, ClassroomsArcade
  • Enter GamificationDefinition : The use of gamedesign elements in non-gamecontexts.Deterding, S. (2011b). Situated motivational affordances of gameelements: A conceptual model. Presented at Gamification: Using GameDesign Elements in Non-Gaming Contexts, a workshop at CHI 2011.Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf
  • Examples ofGamificationFrequent Flier ProgramsLibrary Summer Reading programGrades!Branded GamificationGamification vs. Pointsification (Robertson, 2010)Robertson, M. (2010). Cant play, wont play. Hide & Seek: Inventing NewKinds of Play. Retrieved from http://www.hideandseek.net/2010/10/06/cant-play-wont-play/Turning to theory
  • MotivationSelf-Determination Theory (Deci& Ryan) – What drives aperson to make a decision without external influenceOrganismic Integration Theory - How a user integratesexternal control into a sense of selfIf there is external control through rewards, then learnerwill incorporate this external controlThis will create negative feelings about the activityGamification based upon controlling external rewards =Short term benefit with long-term causeGamification without external rewards
  • What is Meaningful?Situational Relevance (Schamber) User + Context Challenge of using only one goalSituated Motivational Affordance (Deterding) Organizational context into which activity is placedMeaningful Gamification has to account for different usersand different organizational contexts for non-game activity
  • Addressing Diverse NeedsUniversal Design for Learning (Rose &Meyer) What – Content of Learning How – Methods of demonstrating mastery Why – Paths to internalize content
  • Engaging the UsersPlayer-generated Content“Gaming 2.0”Players set own goals and achievementsDeveloping platform for customization Challenge: Meaningful Customization
  • User at the CenterCompany-Centered Design “Teaching to the Test”Game-Centered DesignUser-Centered DesignMeaningful Gamification: Integration of user-centered game design elements into non-gamecontextsAvoid External Rewards
  • Meaningful Gamification
  • Meaningful Gamification
  • Meaningful Gamification
  • Meaningful Gamification
  • After MITBook on Meaningful GamificationNew course areasLibrary Applications Alternate Reality Games Information Literacy and Searching Tools Crossed Paths - http://tinyurl.com/crossedpathsTime for you to think about Gamification!