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Gamification Book Blub discussion 3 21 13

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  • 4 key types of social engagement. One of the biggest drivers is social expression. Games elements can forcooperation, competition or self-expression. A combination is best. Achievers are driven by in-game goals, usually some form of points gathering – whether experience points, levels, or money.Explorers are driven to find out as much as they can about the virtual construct – including mapping its geography and understanding the game mechanics.Socializers use the virtual construct to converse and role-play with their fellow gamers.Killers use the virtual construct to cause distress on other players, and gain satisfaction from inflicting anxiety and pain on others.
  • Too much challenge creates anxiety and not enough challenge is boring. Provide testing to demonstrate mastery before the game becomes more challenging. Game lifecycle – levels of play for onboarding (novice), reinforcement (expert) and mastery, which is the player’s journey. Intrinsic motivators. Fresh content keeps people coming back. Play patterns include competition, chance, simulation, and even disorder (which theorists say is a repressed desire). The level of structure in a game, by way of standards, rules and procedures) in another important consideration.
  • Mechanics (levels, points, leader boards) show player where he has been, but also need to show where the game is going. Mechanics also include functions like capture/eliminate, role play, movement, catching up; and tangibles such as cards, dice/spinners. Dynamics (reinforcement schedules over time with variability for more engagement. Examples are pacing, progressive unlocks, rewards schedules, etc.)Aesthetics (emotions drive engagement through graphics, color, sound). Include PERMA (from Positive Psychology founded by Martin Seligman): positive emotions (trust, security, discovery, fun), engagement (flow), relationships, meaning, and accomplishment. Example: Farmville (visual satisfaction), FourSquare (recommendations by friends), Amazon (informing, building trust).
  • Transcript

    • 1. Jill BernaciakLearning ConsultantMarch 21, 2013Book Club Discussion
    • 2. Today’s Agenda• 12:00 - 12:20 Background 12:20 – 12:30• Book Topic Discussion I• Gamification Principles• 12:30 – 12:45 Book Topic Discussion II• Examples in a Healthcare Setting – Appropriateness for VHA2
    • 3. Gamification• The use of game-based mechanics, aesthetics, andgame thinking to engage people, motivate action,promote learning and solve problems• With positive outcomes and behavior changes3
    • 4. Gamification• For physical and mental skill development• Surgeon hand-eye coordination• Stroke rehabilitation examplehttp://www.youtube.com/watch?v=JQNiTAmIbbE• For instruction and to elicit outcomes such asproblem-solving (e.g., leadership development)• Firefighter training example• To influence people to exhibit pro-social behavior• Civility and Respect in the Workplace3
    • 5. Clarifications• Gamification is not for every type of training.• “Is not about creating challenges - because we are numbed to thechallenges we currently have!”• A sole designer can add:• Scenarios or case studies with interactive - role-playing anddifferent levels.• Course enhancement - continuous feedback or different entrypoints into the instruction.Source: http://cammybean.kineo.com/2012/05/karl-kapp-book-tour-gamification-of.html3
    • 6. Simple Game Genres• Declarative Knowledge and Labeling Games• Matching, labeling, Q&A, drag & drop – to learn names, jargon,facts, acronyms• Concepts Games• Classify, race, state rule/examples - to learn and apply conceptsand rules• Board/Trivia Games (Jeopardy, Wheel of Fortune)• Answer questions; make progress – to learn rules3
    • 7. Simple Game Genres• Role Plays• Simulations/software – for learning procedures and principles• Environment/Simulation (Social Simulators)• Interact with environment as it changes – for learning problem-solving and principles3
    • 8. Simple Game Genres3Source: Gagne’s Intellectual Skills
    • 9. Five Engaging Elements• Start with a challenge• Include a story narrative – learning context• Provide incentives for good work• Include the element of chance – motivating• Effective design of the technical user interface3
    • 10. Know Your Players’ Social Style3Source: Bartles Player Social Styles
    • 11. Design for Sustained Engagement3
    • 12. Use Progress Mechanics & Intrinsic Rewards3Tasks perceivedas simple orlow-valueLong-termengagement;to exceedone’s ownperformance
    • 13. Other Success Factors• Targeted content and well-defined objectives• Debriefing and feedback• Increase motivation and close the loop between the experienceand objectives• Unlimited access and technical support• Do not need to include entertainment5
    • 14. Gamification in Healthcare Settings• Can be appropriate as providers work to improvequality while containing costs• Enhances motivation• Drive down errors to save lives or improve outcomes.• Makes discrete, repetitive tasks that must be completed in anorderly and timely fashion more fun and rewarding.• Can increase the level of transparency about everyone’sproductivity• Mitigates performance fatigue from maintaining and strivingto improve quality/safety measures over long periods of time.Source: http://blogs.perficient.com/healthcare/blog/2012/04/23/business-gamification-in-healthcare-what-are-3-practical-uses/3
    • 15. Case 1: Gamification in Healthcare• “Cybersecure: Your Medical Practice”• Developed by HHS Office 0 National Coordinator for Health InformationTechnology• “The Sims” style role play – with HIPAA privacy and security rules.Source: http://www.gamification.co/2012/11/12/keeping-medical-data-secure-with-games-in-health/3Rewards - exam rooms, medicalequipment, and points.Glossary, tips, feedbackScores determine competencyand identify knowledge gaps.
    • 16. Case 2: Gamification in Healthcare• Patient-side: Prevention• Health Month• Patient sets rules for own health behavior• Earns badges given when goals met• Nike+• Tracks progress with each step and calories• Sets a goal, provides rewards, allows you to share achievementon social media• Allows competition on NikeFuel Missions Leader BoardSource: http://blogs.perficient.com/healthcare/blog/2012/04/23/business-gamification-in-healthcare-what-are-3-practical-uses/3
    • 17. Case 3: Gamification in Healthcare• Agile project management for implementing EMRs• Red Critter Tracker uses gaming elements: badges, rewards,leaderboards and real-time Twitter feeds• A “what’s next” methodology.• Badges can be unlocked by meeting project goals anddeadlines.Source: http://blogs.perficient.com/healthcare/blog/2012/04/23/business-gamification-in-healthcare-what-are-3-practical-uses/3
    • 18. Case 4: Gamification in Healthcare• Training staff on new documentation requirementsfor ICD-10 billing codes• Forbes recently named Badgeville “America’s Most PromisingCompany.”• http://badgeville.com/demo• Uses levels, missions, and tracksto meet/exceed requiredperformance metrics• Social gaming analytics correctbehavior, gives feedback• “Behavior Platform” drives standards.Source: http://blogs.perficient.com/healthcare/blog/3
    • 19. To Learn More• Karl Kapp’s blog• Download Articles and Worksheet from www.pfeiffer.com/go/Kapp• Password: Professional• 300 ready-to-use training games and activities from Thiagi.com• YouTube - Smart Gamification: Seven Core Concepts forCreating Compelling Experiences | Amy Jo Kim• Pinterest has printable board game and dice templates, editablespinners, and ideas for playing pieces.• http://www.nasaga.org/1