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GAMIFICATION
Use of game design elements in a non-game
context
GAMIFICATION
Use of game design elements in a non-game
context
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
Concept arising from:
- Serious games
- Serious games are simulations of real-world events or processes designed for the purpose of
solving a problem. Although serious games can be entertaining, their main purpose is to train
or educate users, though it may have other purposes, such as marketing or advertisement
- Pervasive games
- A pervasive game is one where the gaming experience is extended out in the real world,[1] or
where the fictive world in which the game takes place blends with the physical world.
- Alternative reality
- alternative reality is a hypothetical or fictional self-contained separate reality coexisting with one's
own
- Playful reality
- the architects of the new virtual reality are inventing a world you never imagined: call it the playful
world.
- It's a world of interactive, Web-based toys that instantly collapse the gulf between wish and
existence, space and time, animate and inanimate. It's a world where the entire fabric of the material
world becomes manipulable, programmable, mutable. Situated at the crossroads of high technology
and popular culture, the playful world is taking shape at the speed of electronic creativity.
GAMIFICATION
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
https://www.youtube.com/watch?v=rK6WLHNYjwM
Examples of Gamification
MINT is a free service which can aggregate all financial accounts into one pla
Users can set a budget, track a goal and more …
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
See https://www.youtube.com/watch?v=rK6WLHNYjwM
Examples of Gamification
MINT is a free service which can aggregate all financial accounts into one pla
Users can set a budget, track a goal and more …
MINDBLOOM APPS
MindBLOOM Life game
“Teaches you how to live better!”
that is it aims to improve the quality of life of the
players in a simple and effective way by
rewarding them for doing the things that are
really important..
Examples of Gamification
See
MindBLOOM Life game
The idea is to grow the life you want by thinking about
it a few minutes a day.
It aims at inspiring people to define what is important
to them, discover what motivates them, and to take
meaningful daily actions in all areas of their lives.
It’s an example of the gamification trend, which uses
game-like mechanics in non-game applications. But in
this case, Mindbloom’s aim is to gamify life itself.
Examples of Gamification
MindBLOOM Life game
That tree is a visual representation of your priorities
and progress in matters such as health, lifestyle,
career, creativity, relationships, finances and
spirituality.
• The tree represents the life that you want
• The sun represents inspiration and
• the rain is about daily actions
Example of Gamification
See
http://www.youtube.com/watch?v=ezZxHCYezq
M
MindBLOOM Life game
the users get an e-mail reminding them of their aim to
train their mind to work for them and not against them
They can update their action on the smart phone
For each action collected the user receives a rain drop
that will be showered on the tree, for each goal one
earns seeds
The community of friends help supporting the goals, one
can water and seeds and give sun to friends trees
One can add friends and search then on the network
Examples of Gamification
https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage
NIKE Fuel Band £139.00
The new Nike+ FuelBand SE fitness tracker
is the smart, simple, and fun way to get
more active.
- A universal way to measure movement
for all kinds of activities
- Tracks the intensity of your workouts and
enables sleep tracking
- Counts steps and tells time
- Displays your progress in real time
- Keeps you and your friends motivated
through Nike+ Group
CloudApp
SuMO has created an app for engaging
employee in sustainability initiatives
and drive behaviour changes. It
companies the power of social
network, games mechanics (this in
research terms is called Gamification)
and the sustainability aims, which
support the accelerated achievement
of Corporate sustainability goals and
the associated costs savings..
Example of Gamification
1. http://www.youtube.com/watch?v=MVxgUKY8Z4w&authuser=0
2. https://mail.google.com/mail/u/0/images/cleardot.gif
and
3. https://mail.google.com/mail/u/0/images/cleardot.gif
CloudApp
Each employee has is own personalised
view of how they are on target with:
1. the company sustainability view
2. his/her own personal progress
3. It suggests actions which are relevant to
the employee (e.g. use video
conferencing more).
4. A competitive element is provided by an
employee chart where one can see how
s/he has scores as compared to other
people in a similar role.
PROS AND CONS OF GAMIFICATION
Rewards and recognitions earned during game play must be
carefully considered
 The users usually initially like the game, but they tend to
withdraw if they don’t continue to get praise and appreciation or
if it feels like the expectations keep going up and up and up
with too little reward.
Over the last few years, we've seen a massive uptake of social
technology.
 Major vendors hoping to turn retail into a richer online
experience customers will spend less on other things and begin
to avoid going to the mall for shopping as recreation (e.g.
eBay).
 The risk is that the player might forget s/he is playing with real
money and not monopoly money.
PROS AND CONS OF GAMIFICATION
Gamification provides metrics
Everything is made clear , like game rules, and provided with a
structure that is simple to understand when it comes to success
and rewards
A trainer or educator just how a user or participant is
progressing through a particular process by looking at scores
and feedback
Ethical considerations
Balancing Metrics with Real Engagment
 “I want the game, and its mechanics, to help them develop a
love for and curiosity about history, rather than a love for the
points or badges they can earn for getting the ‘so-called’ facts
correct”
PROS AND CONS OF GAMIFICATION
Gamification creates competitions
 this can be both positive and negative
Balancing Metrics with Real Engagment
 “I want the game, and its mechanics, to help
them develop a love for and curiosity about
history, rather than a love for the points or
badges they can earn for getting the ‘so-called’
facts correct”
PROS AND CONS OF GAMIFICATION
Cost vs individualized instructions
A fully game-based curriculum represents a
substantial increase in cost over standard
book/paper/pencil education.
Each student can work toward mastering at their own
pace
Distraction from other objectives
The idea that playing games pulls learners from other
more valuable skills must also be addressed. Games
can be limited in their content and the context that
they present for learning.
PROS AND CONS OF GAMIFICATION
Social isolation vs technology litteracy
One of the biggest ongoing criticisms of games, and technology
in general, is that it promotes anti-social behavior and isolates
individuals.
The focus of most new games is in social play. While players
may not be interacting face-to-face they are interacting
nonetheless.
Shortened attention span vs Multitasking mentality
Criticism to all modern media. New technologies have often rapid
pace of action and the immediate feedback can make people
expect the same kinds of fast-paced, instantaneous response of
all things.
However, with average completion times of 40 hours of intense
concentration and problem solving, games do promote
sustained focus, just in non-traditional ways!!
BLENDED LEARNING
REFERENCE LIST
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to
gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek
Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design
elements in non-gaming contexts. In PART 2-----------Proceedings of the 2011 annual conference
extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.

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1. Gamification: from Game design to Digital Game-Based Learning

  • 1.
  • 2. GAMIFICATION Use of game design elements in a non-game context
  • 3. GAMIFICATION Use of game design elements in a non-game context
  • 5. Concept arising from: - Serious games - Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train or educate users, though it may have other purposes, such as marketing or advertisement - Pervasive games - A pervasive game is one where the gaming experience is extended out in the real world,[1] or where the fictive world in which the game takes place blends with the physical world. - Alternative reality - alternative reality is a hypothetical or fictional self-contained separate reality coexisting with one's own - Playful reality - the architects of the new virtual reality are inventing a world you never imagined: call it the playful world. - It's a world of interactive, Web-based toys that instantly collapse the gulf between wish and existence, space and time, animate and inanimate. It's a world where the entire fabric of the material world becomes manipulable, programmable, mutable. Situated at the crossroads of high technology and popular culture, the playful world is taking shape at the speed of electronic creativity. GAMIFICATION
  • 9.
  • 11. https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage See https://www.youtube.com/watch?v=rK6WLHNYjwM Examples of Gamification MINT is a free service which can aggregate all financial accounts into one pla Users can set a budget, track a goal and more …
  • 12. MINDBLOOM APPS MindBLOOM Life game “Teaches you how to live better!” that is it aims to improve the quality of life of the players in a simple and effective way by rewarding them for doing the things that are really important.. Examples of Gamification See
  • 13. MindBLOOM Life game The idea is to grow the life you want by thinking about it a few minutes a day. It aims at inspiring people to define what is important to them, discover what motivates them, and to take meaningful daily actions in all areas of their lives. It’s an example of the gamification trend, which uses game-like mechanics in non-game applications. But in this case, Mindbloom’s aim is to gamify life itself. Examples of Gamification
  • 14. MindBLOOM Life game That tree is a visual representation of your priorities and progress in matters such as health, lifestyle, career, creativity, relationships, finances and spirituality. • The tree represents the life that you want • The sun represents inspiration and • the rain is about daily actions Example of Gamification See http://www.youtube.com/watch?v=ezZxHCYezq M
  • 15. MindBLOOM Life game the users get an e-mail reminding them of their aim to train their mind to work for them and not against them They can update their action on the smart phone For each action collected the user receives a rain drop that will be showered on the tree, for each goal one earns seeds The community of friends help supporting the goals, one can water and seeds and give sun to friends trees One can add friends and search then on the network Examples of Gamification
  • 16. https://www.centrodeinnovacionbbva.com/en/magazines/innovation-edge/publications/5-gamification/posts/33-gamification-the-fun-way-to-engage NIKE Fuel Band £139.00 The new Nike+ FuelBand SE fitness tracker is the smart, simple, and fun way to get more active. - A universal way to measure movement for all kinds of activities - Tracks the intensity of your workouts and enables sleep tracking - Counts steps and tells time - Displays your progress in real time - Keeps you and your friends motivated through Nike+ Group
  • 17. CloudApp SuMO has created an app for engaging employee in sustainability initiatives and drive behaviour changes. It companies the power of social network, games mechanics (this in research terms is called Gamification) and the sustainability aims, which support the accelerated achievement of Corporate sustainability goals and the associated costs savings.. Example of Gamification 1. http://www.youtube.com/watch?v=MVxgUKY8Z4w&authuser=0 2. https://mail.google.com/mail/u/0/images/cleardot.gif and 3. https://mail.google.com/mail/u/0/images/cleardot.gif
  • 18. CloudApp Each employee has is own personalised view of how they are on target with: 1. the company sustainability view 2. his/her own personal progress 3. It suggests actions which are relevant to the employee (e.g. use video conferencing more). 4. A competitive element is provided by an employee chart where one can see how s/he has scores as compared to other people in a similar role.
  • 19.
  • 20. PROS AND CONS OF GAMIFICATION Rewards and recognitions earned during game play must be carefully considered  The users usually initially like the game, but they tend to withdraw if they don’t continue to get praise and appreciation or if it feels like the expectations keep going up and up and up with too little reward. Over the last few years, we've seen a massive uptake of social technology.  Major vendors hoping to turn retail into a richer online experience customers will spend less on other things and begin to avoid going to the mall for shopping as recreation (e.g. eBay).  The risk is that the player might forget s/he is playing with real money and not monopoly money.
  • 21. PROS AND CONS OF GAMIFICATION Gamification provides metrics Everything is made clear , like game rules, and provided with a structure that is simple to understand when it comes to success and rewards A trainer or educator just how a user or participant is progressing through a particular process by looking at scores and feedback Ethical considerations Balancing Metrics with Real Engagment  “I want the game, and its mechanics, to help them develop a love for and curiosity about history, rather than a love for the points or badges they can earn for getting the ‘so-called’ facts correct”
  • 22. PROS AND CONS OF GAMIFICATION Gamification creates competitions  this can be both positive and negative Balancing Metrics with Real Engagment  “I want the game, and its mechanics, to help them develop a love for and curiosity about history, rather than a love for the points or badges they can earn for getting the ‘so-called’ facts correct”
  • 23. PROS AND CONS OF GAMIFICATION Cost vs individualized instructions A fully game-based curriculum represents a substantial increase in cost over standard book/paper/pencil education. Each student can work toward mastering at their own pace Distraction from other objectives The idea that playing games pulls learners from other more valuable skills must also be addressed. Games can be limited in their content and the context that they present for learning.
  • 24. PROS AND CONS OF GAMIFICATION Social isolation vs technology litteracy One of the biggest ongoing criticisms of games, and technology in general, is that it promotes anti-social behavior and isolates individuals. The focus of most new games is in social play. While players may not be interacting face-to-face they are interacting nonetheless. Shortened attention span vs Multitasking mentality Criticism to all modern media. New technologies have often rapid pace of action and the immediate feedback can make people expect the same kinds of fast-paced, instantaneous response of all things. However, with average completion times of 40 hours of intense concentration and problem solving, games do promote sustained focus, just in non-traditional ways!!
  • 26. REFERENCE LIST Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM. Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In PART 2-----------Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.