Gamification presentation 2 mars

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A breakfast presentation about our master thesis of gamification at Cybercom Sweden. See our blog at http://thegamingorganisation.blogspot.com

A breakfast presentation about our master thesis of gamification at Cybercom Sweden. See our blog at http://thegamingorganisation.blogspot.com

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  • Vadärgamificaiton?VarförhardetblivitpopulärtPsykologinbakom
  • KassörskanUngdomarArbetsplatsTråkigaaktiviteter
  • Vem hade velatspelatdetsomspel?Gamers inteuttråkade
  • När ser du annarsdethäraniktsuttrycket?
  • Statistikförattförtydliga!Räknadeihopsverigestotalaarbetstidårligen
  • Merstatistik
  • Tidnyavalutan, spel??Dödagrisar med argafåglarSpelärtilldragande!MångateroierFlowHurlekärkopplat till arbeteAlief
  • Fyraständigtåterkommandefaktorer.Grundpelarnaispel.
  • Ärdessavälutformadehamnar man i FLOW.DefinieratavMihalyTydligtmålBalansmellanutmaningochfärdighetPlus att man fårdirekt feedbackTiduppfattningSjälvmedvetenhetAktivitetenblirmåletSpelväldigt bra påattskapadennabalans
  • Låterjobbigt?All work and no play makes Jack a dull boyFolk framförTVnMårbästnär man jobbarhårtochpushaspågränsen till sin förmåga med feedback.Saknarutmaningenochfeedbacken.
  • Hurkan man läggas å mycketenergipåsakersomärfiktiva?JagagrödorochsvärdSkräckfilm sears tower.Känslor!
  • Speläralltsåvansinnigt bra påattengegera.Gamification gördetproduktivt.
  • Seth Prievatch

Transcript

  • 1. Achieved byKristoffer FrangRobin Mellstrand
  • 2. Who we areGothenburg Stockholm Industrial engineering and managementSoftware-intensive Business & Innovation systems
  • 3. What we do
  • 4. 3,3 millions hours per day40 million monthly active users 5,98 million game years(!)
  • 5. (Total speltid i år per år Sverige: 1,3150World of Warcraft: 0,7475Farm Ville: 0,4155Angry Birds: 0,1375TOTALT: 1,300
  • 6. With over 250,000 articles, the World of Warcraft Wikiis the next biggest wiki in the world, second to Wikipedia If you grew up in the UK and are 21 years old, you have spent 10,000 hours gaming in avarage Americans spend 215,000,000 hours gaming annually The avarage age of the most commong game buyers is 41
  • 7. Why does it work?• What makes a game?• Flow• Work is Fun• Alief
  • 8. Goal Framework GAMESkill Direct Feedback
  • 9. Abilities Mihaly Csíkszentmihályi Challenges
  • 10. Gamificatio n
  • 11. GAMIFCAITON!?
  • 12. Sounds fun, but how do we do this?
  • 13. ?
  • 14. What motivates people?MotivationWhat do Game mechanicsfactors at people thinkCybercom are fun?
  • 15. Motivator Object of1. You are highly ambitious desire compared with other people your age. Power Influence 2. You usually seek leadership Order Organization roles. 3. You usually dominate in Saving social situations with people Collecting things your own age. Vengeance Competition
  • 16. Motivator Object of desire What is fun? Power Influence Being a hero Order Organization Patterns Saving Collecting things Collecting Vengeance Competition Competition
  • 17. Motivator Object of desire What is fun? Mechanic Power Influence Being a hero Order Organization Patterns Saving Collecting things Collecting Vengeance Competition Competition
  • 18. Motivator What is fun? Mechanic Power Achieving a sense Order of completion Saving Vengeance
  • 19. Motivator What is fun? Mechanic Power Triumph over Order competition Saving Vengeance
  • 20. What is the The game framegame How theabout? game is played RewardsWhat are the along thegoals with waythe game? What motivates the player
  • 21. How do we apply this? Some activity in the consultancy • Gamification model design theory • Player motivations • Workshop GamificationInterviews design theory Questionnaire
  • 22. ?Which activity in the consultancy model?How will the system handle feedback?How much transparancy between theplayers?How do we….?But what if…?
  • 23. Wish us luck.(We will need your help)