Gamification copy


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  • Tim Berners-Lee / Mario\n
  • Jonathon Ive / Sonic\n
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  • Internet Advertsing Beurea IAB Games Steering Group Study 2011\n\nCall of Duty made £83 million in the first week of sales in the uk alone.\n
  • Gamification exists all around us for a purpose. Engagement, Loyalty, Revenue.\n\nIt’s being used as a tool to generate business.\n
  • Over 30 million people play Farmville – That’s the total sales of the PC versions of Sims 1, 2, 3 combined! And its free(ish)\nOver 35 Million play Draw Something\nClub card discounts and offer\nIn fact games like WOW have the 2nd biggest wiki on the internet.\nCoke, Pepsi, \n
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  • Call of Duty tags\n
  • Computer games offer much more than just fun.\n\nFeedback cycles are rapid and rewarding\n\nThey provide platforms to socialise and compete against others\n\nSo called social games are competitive.\n
  • Richard Bartlte Gamer Types (1996)\n\nLearning Styles?\n
  • 10,000 hours to be perfect at something. – Malcolm Gladwell\n\n10, 000 hours of games by 21 years – 500 million gamers today Jane Mcgonigal\n\n10,000 of teaching at schools\n\nTurning that drive into something positive in the real world.\n\nGames make things more accessible to people. i.e Guitar Hero, Call of Duty, Racing.\n\n\n\nHowever…….\n
  • Call of Duty made £83 million in the first week of sales in the uk alone.\n
  • Intrinsic – Because we want to learn/play – Humanism? Self Directed?\nExtrinsic – Because we want the reward – Behaviourism? FREE!!!!\n\nInterestingly research suggests girls like playing for fun and boys play for the game and experince.\n
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  • Themes offer real meaning and can also create this ‘Epic Meaning’\nActive offers roles and ownerships\nStimulate rewarded by efforts\nCompete provides status and recognition\n
  • Foursquare – Checking in games\nZynga Games\nEbay\nGroupon\nGamification of Health – Wii Dance/Sports, Kinect.\nShoping and earning rewards – points etc\nGamification of work – Apprentice!\n
  • Small number of studies that are showing increase in grades\n\nLecturers in America who have seen a rise of grades by 1 above from a gamified classroom.\n\nMy personal experience is it makes my learners happier and more challenged and they see more benefit from the short term goals.\n
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  • Gamification copy

    1. 1. The future of activeGamification: learning?
    2. 2. Hi, I’m Ross AndersonCollege Lecturer. Hull CollegeBeen playing computer games for over 20 years
    3. 3.  Last year Games made up over 40% of the Entertainment market sales - £1.9bn Top 10 titles included Call of Duty, Fifa 12, Dance 3 and Zumba Fitness. 33 million estimated UK gamers aged 8-65 Games found to be twice as engaging than other media 72% Play socially
    4. 4. Gamification is: the process of using gamethinking and mechanics to engage users
    5. 5. GAME MECHANICS & DYNAMICS Achievements Blissful Productivity Levels Points Ownership Reward Schedules Status
    6. 6. Collabor ateAchieveSocialiseGamificat ion
    8. 8. Themed – CSI Day for Science based subjects.Active – Role-play with a current theme. The Big Quest!Stimulation – Use games consoles linked to learning.Competitive – Use status and badges to level up.
    9. 9. SUMMARYGamification exists!We probably do it already but now it has a name.It’s fun and engaging – its participative.It’s not proven…..but can be!
    10. 10. CHECK OUT!Jane McGonigalMichael WuSeth PriebatschGabe Zicherman
    11. 11. References• Kohn, A. (2002) Punished by rewards; the trouble with gold stars and incentive plans. Boston. Houghton Muffin.• Ladley, P (2011). Gamification, Education and Behavioural Economics. [WWW] (Sept 2011)• Lee, J.J, Hammer, J. (2011). Gamification in Education; What, How, Why Bother? Academic Quarterly, 15(2).• Gladwell, M. (2008) Outliners: The Story of Success. New York. Little, Brown & Company