Gamification

Alexandre “Montanha” – Fábrica de Software
Gamification

ÍNDICE

1.
2.
3.
4.
5.
6.
7.

O que é?
Bases Teóricas
Mudanças comportamentais
Caso 1: Motivado por um médic...
O que é?
Bases Históricas

Representação

Roma
Esparta
Meso-américa

Torneios Medievais

Simbologia

Catarse

Treinamento

Não São ...
Bases Teóricas
Gamification: O que é?

The use of game elements and
game design techniques in
non-game contexts.

6
Gamification: O que é?

Gamification IS

• Listening to what
games can teach us.
• Learning from game
design (and psycholog...
Gamificação: O que é?

Roger Caillois
Roger Caillois foi um sociólogo, crítico literário e ensaísta francês. Wikipédia

Na...
Gamificação: O que é?

9
Gamificação: O que é?

10
Gamificação: O que é?

11
Psicologia X Hábitos

12
Teorias Psicológicas

Burrhus
Frederic
Skinner

Jean
Piaget

Lev
Vygotsky

Aprendizado, conhecimento e hábitos

13
Phunny Phacts












Average age of gamers in years: 37
% of gamers older than Fifty: 25
% of youth playing...
The Grass is Greener
Game

Work

Tasks

repetitive, but fun

repetitive and dull

Feedback

constantly

once a year

Goals...
Caso 0: Motivado por uma
paquera
Tabela Periódica na 7ª Série
Caso 1: Motivado por um
médico
32 quilos em 1 ano

112

80
Myfitnesspal

Runtastic
Caso 2: Motivado por uma conta
Banho Rápido

Ranking

Jogador

#1

Filho

5’

#2

Filha

7’

#3

Marido

10’

#4

Esposa

25’

KWh

Duração

10
0
KWh
Caso 3: Jogo do SMART
Treinamento de L4 e Técnicas SMART
Ranking SMART
7

6
2, 5.75, 0.625
11, 5.37, 0.895
6, 5.13, 0.855

5

7, 4.81, 0.605

4
...
Caso 4: Game da Fábrica
Ligado ao Core
Ligado ao Core
Ligado ao Core

Cockpit

Alexandre de Oliveira
Montanha

Ranking

Nível

# 05

25

Índice de Apontamento

75%

25%

Última...
FSW

Questões

Alexandre "Montanha" de Oliveira
Fábrica de Software

TOTVS S.A.
( 55 (31) 2122-9245
+ alexandre.montanha@t...
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Gamification conceitos

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Conceitos referentes à Gamification e casos.

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  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Source: http://enterprise-gamification.com/index.php/en/blog/4-blog/64-game-is-not-work-is-game
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • Gamification conceitos

    1. 1. Gamification Alexandre “Montanha” – Fábrica de Software
    2. 2. Gamification ÍNDICE 1. 2. 3. 4. 5. 6. 7. O que é? Bases Teóricas Mudanças comportamentais Caso 1: Motivado por um médico Caso 2: Motivado por uma conta Caso 3: Jogo do SMART Caso 4: Game da Fábrica 2
    3. 3. O que é?
    4. 4. Bases Históricas Representação Roma Esparta Meso-américa Torneios Medievais Simbologia Catarse Treinamento Não São Jogos!
    5. 5. Bases Teóricas
    6. 6. Gamification: O que é? The use of game elements and game design techniques in non-game contexts. 6
    7. 7. Gamification: O que é? Gamification IS • Listening to what games can teach us. • Learning from game design (and psychology, management, marketing, economics). • Appreciating fun. Sebastian Deterding, et al, From Game Design Elements to Gamefulness: Defining “Gamification”, Mindtrek 2011 Proceedings, at bit.ly/o6aX1U 7
    8. 8. Gamificação: O que é? Roger Caillois Roger Caillois foi um sociólogo, crítico literário e ensaísta francês. Wikipédia Nascimento: 3 de março de 1913, Reims, França Falecimento: 21 de dezembro de 1978, Paris, França Obras: Os jogos e os homens: a máscara e a vertigem, O Homem e o sagrado Educação: Escola Normal Superior de Paris, Lycée Louis-le-Grand 8
    9. 9. Gamificação: O que é? 9
    10. 10. Gamificação: O que é? 10
    11. 11. Gamificação: O que é? 11
    12. 12. Psicologia X Hábitos 12
    13. 13. Teorias Psicológicas Burrhus Frederic Skinner Jean Piaget Lev Vygotsky Aprendizado, conhecimento e hábitos 13
    14. 14. Phunny Phacts           Average age of gamers in years: 37 % of gamers older than Fifty: 25 % of youth playing computer & video games: 97 % of female gamers: 42 Social vs. Competitive Games: >3:1 Avg. of hours/week played in World of Warcraft (WoW): 22 # of articles in WoWWiki: ˜250,000 Rank of WoWWiki compared to all Wikis: 2nd Rank of Wikipedia: 1st Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of Duty
    15. 15. The Grass is Greener Game Work Tasks repetitive, but fun repetitive and dull Feedback constantly once a year Goals clear contradictory, vague Path to Mastery clear unclear Rules clear, transparent unclear, in-transparent Information right amount at the right time too much and not enough Failure expected, encouraged, spectacular, brag about it forbidden, punished, don’t talk about it Status of Users transparent, timely hidden Promotion meritocracy kiss-up-o-cracy Collaboration yes yes Speed/Risk high low Autonomy high mid to low Narrative yes only if you are lucky Obstacles on purpose accidental
    16. 16. Caso 0: Motivado por uma paquera
    17. 17. Tabela Periódica na 7ª Série
    18. 18. Caso 1: Motivado por um médico
    19. 19. 32 quilos em 1 ano 112 80 Myfitnesspal Runtastic
    20. 20. Caso 2: Motivado por uma conta
    21. 21. Banho Rápido Ranking Jogador #1 Filho 5’ #2 Filha 7’ #3 Marido 10’ #4 Esposa 25’ KWh Duração 10 0 KWh
    22. 22. Caso 3: Jogo do SMART
    23. 23. Treinamento de L4 e Técnicas SMART Ranking SMART 7 6 2, 5.75, 0.625 11, 5.37, 0.895 6, 5.13, 0.855 5 7, 4.81, 0.605 4 8, 3.8, 0.9 10, 3.06, 0.51 3 1, 2.85, 0.525 12, 3, 0.5 5, 2.7, 0.65 2 13, 1.35, 0.225 3, 1.2, 0.2 9, 1.05, 0.175 1 4, 0.45, 0.075 0 -2 0 -1 2 4 6 8 10 12 14 16
    24. 24. Caso 4: Game da Fábrica
    25. 25. Ligado ao Core
    26. 26. Ligado ao Core
    27. 27. Ligado ao Core Cockpit Alexandre de Oliveira Montanha Ranking Nível # 05 25 Índice de Apontamento 75% 25% Últimas Conquistas 220 Pontos • Integrado com o Fluig • Informações Online • Fator motivacional participativo • Acessa chat e mensagens instantâneas, via Fluig, entre os líderes, analistas e outros envolvidos no processo
    28. 28. FSW Questões Alexandre "Montanha" de Oliveira Fábrica de Software TOTVS S.A. ( 55 (31) 2122-9245 + alexandre.montanha@totvs.com.br 28

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