Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Gamification: Brilliant or Bullshit?

51,027 views

Published on

Bar Camp Media City talk

  • Brilliant presentation. So clear and informative
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
  • I think this is good idea. I really like the presentation.
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
  • School grading should work this way, not just the Emblems of A, B, ... F
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here

Gamification: Brilliant or Bullshit?

  1. GAMIFICATION BRILLIANT OR BULLSHIT? Paul CoultonSaturday, 17 September 2011
  2. GAMIFICATION ?Saturday, 17 September 2011
  3. Use of game mechanics to encourage engagement in an activity that otherwise might be considered a chore or boring GAMIFICATION ?Saturday, 17 September 2011
  4. ALL GAMES AREN’T FUN “Asking me which Elf Bowling 1 or 2 is better is like me asking you if youd rather eat a spoonful of rat turds or hamster turds” IGN Review 2005Saturday, 17 September 2011
  5. “Games are not fun ALL GAMES because they‘re games, but when AREN’T FUN they are well- “Asking me which Elf Bowling 1 or 2 is better is like me asking you if designed”- Sebastian youd rather eat a spoonful of rat turds or hamster turds” IGN Deterding Review 2005Saturday, 17 September 2011
  6. Acting Killers Acheivers Approximately 25% of players Killers Acheivers Players World Socialisers Explorers Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996)Saturday, 17 September 2011
  7. Acting Killers Acheivers Approximately 25% of players main goals points gathering and raising Killers Acheivers levels Players World Socialisers Explorers Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996)Saturday, 17 September 2011
  8. Acting Killers Acheivers Approximately 25% of players main goals points gathering and raising Killers Acheivers levels Players World Socialisers Explorers like to fully explore game world and its limits Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996)Saturday, 17 September 2011
  9. Acting Killers Acheivers Approximately 25% of players main goals points gathering and raising Killers Acheivers levels Players World The game is Socialisers Explorers like to fully explore essentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996)Saturday, 17 September 2011
  10. Acting Killers Acheivers Approximately 25% of players Like to impose main goals points themselves on others gathering and raising Killers Acheivers levels Players World The game is Socialisers Explorers like to fully explore essentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996)Saturday, 17 September 2011
  11. Acting Killers Acheivers Approximately 25% of players Like to impose main goals points themselves on others gathering and raising Killers Acheivers levels Players World The game is Socialisers Explorers like to fully explore essentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996)Saturday, 17 September 2011
  12. PossibiltyNaches Humour Purification Mark LeBlanc Gifting Surprise Expression Schadenfreude Discovery Masochism Thrill Sensation Anticipation Fellowship Wonder Nuturing Challenge Fantasy DestructionFiero Narrative Jesse Schell MISSING MOTIVATIONSSaturday, 17 September 2011
  13. Self Reward Status Achievements Competition Altruism Expression EPIC WIN WIN WIN Points WIN EPIC WIN WIN Levels WIN EPIC WIN WIN WIN Challenges WIN Virtual WIN WIN EPIC WIN WIN Goods Leader WIN WIN EPIC WIN Boards EPIC WIN WIN WIN Gifting WIN GAMIFIERS HANDBOOKSaturday, 17 September 2011
  14. IS IT REALLY NEW?Saturday, 17 September 2011
  15. IS IT REALLY NEW?Saturday, 17 September 2011
  16. Outcome of Conditioning Increase Reduce Behaviour Behaviour Positive Positive Response Cost Reinforcement Stimulus (add stimulus) (remove stimulus) Negative Negative Punishment Reinforcement Stimulus (remove stimulus) (add stimulus) OPERANT CONDITIONINGSaturday, 17 September 2011
  17. REINFORCEMENT SCHEDULESSaturday, 17 September 2011
  18. Fixed Interval User gets points every time they login REINFORCEMENT SCHEDULESSaturday, 17 September 2011
  19. Variable Interval Fixed Interval User gets points every time they login 10-15 games REINFORCEMENT SCHEDULESSaturday, 17 September 2011
  20. Variable Ratio Fixed Interval Fixed Interval User gets points every User gets trophy after winning 50 games time they login 10-15 games REINFORCEMENT SCHEDULESSaturday, 17 September 2011
  21. ContinuousIntervalRatio Variable Fixed Fixed Ratio Fixed Interval User gets points every User gets trophy after time they games winning 50 games time they login 10-15 check-in REINFORCEMENT SCHEDULESSaturday, 17 September 2011
  22. Variable Ratio ContinuousIntervalRatio Variable Fixed Fixed Ratio Fixed Interval On average every 3 User gets points every User gets trophy after games user gets some time they games winning 50 games time they login 10-15 check-in points REINFORCEMENT SCHEDULESSaturday, 17 September 2011
  23. 20 15Time in Seconds 10 5 0 0 1 2 3 4 5 Sections of Run GOAL GRADIENT EFFECT Even The Illusion Of Progress Is Motivating!Saturday, 17 September 2011
  24. 20 InfoBucks Virtual Coffe Shop 15Time in Seconds 10 5 InfoBucks Virtual Coffe Shop 0 0 1 2 3 4 5 Sections of Run GOAL GRADIENT EFFECT Even The Illusion Of Progress Is Motivating!Saturday, 17 September 2011
  25. Ebbinghaus Illusion SIZE MATTERS!Saturday, 17 September 2011
  26. Ebbinghaus Illusion SIZE MATTERS!Saturday, 17 September 2011
  27. Ebbinghaus Illusion SIZE MATTERS!Saturday, 17 September 2011
  28. FLAVOURS OF GAMIFICATION Badgification: the boy scout rewardSaturday, 17 September 2011
  29. MINDING THE GAPS Completing the missing elements of a set is strong motivator for many people and is the basis of what many of these systems try to exploitSaturday, 17 September 2011
  30. FLAVOURS OF GAMIFICATION Pointsification: Accumulate points for repeated activity.Saturday, 17 September 2011
  31. BADGES AND POINTS ARE FEEDBACK Most implementations of badges and points reward repetition not achievementsSaturday, 17 September 2011
  32. BADGES AND POINTS ARE FEEDBACK Most implementations of badges and points reward repetition not achievementsSaturday, 17 September 2011
  33. Challenge ie ty A nx l ow F d om e B or Abilities Csikszentmihalyi New Player Design Mechanic Learns Grokked PROGRESSIVE GROKKING “Playing video games is fun because it provides experiences of competence, self-efficacy, mastery” - Ralph KosterSaturday, 17 September 2011
  34. Long Term Short Term Intrinsic Extrinsic Autonomy Mastery Love Fun Meaning Power Group Identity > Points Badges Leader Boards Rewards Levels Punishments MOTIVATIONSSaturday, 17 September 2011
  35. GAME OVER Congratulations you just unlocked @mysticmobile gamification badgeSaturday, 17 September 2011

×