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Εργαστήριο Διαφήμισης και Δημοσίων Σχέσεων
Τμήμα Επικοινωνίας Μέσων και Πολιτισμού
Πάντειο Πανεπιστήμιο




      Μάθημα : Social Media και Επιχειρηματικότητα
Online Gaming
• Free

• Easy access

• Socializing
      Facebook  game advantages  social network
      (eg. RestaurantCity, FarmVille, MafiaWars)

• All ages

• Both genders

• According to Games.com  FarmVille = Best Social
  Networking Game of the year
Social Games in our Lives
• Not a bad habit because some people play games
  for a few weeks-then they get bored-they stop-start
  another.
• Some others like gaming cause of their need to feel
  more confortable with themselves or to have some
  fun.
• Games take your thoughts away from daily
  responsibilities - share common feelings with other
  gamers- communication. Something like listening to
  music or studying.
The meaning of
          “gamification”

• Gamification is the concept of applying game-
  design thinking to non-game applications to make
  them more fun and engaging.
Why is gamification
         significant?
• Goal  save the world (in game)
         save the world (in reality)
• to survive : 3 billion hours/w  20 billion hours/w
• Motivations as in real life: collaborate, goal
  achievement, find the real meaning of
  overcoming obstacles
• We feel better than reality, more confident
Why is gamification
         significant?
• We find out our true skills, what we really are
  capable of
• Inspiring stories
• We always get rewarded, if we win
• Hundreds of ways to express ourselves (through
  emotions/face expressions)
Express your
             feelings!




Feel Free!
Games vs Real Life
           Games                       Real Life
•   Best version of oneself    • Need more confidence
•   Relaxed                    • Anxious
•   Constant trying            • Loss  Overwhelmed
•   More optimistic            • More pessimistic
•   Epic wins  a lot easier   • Challenges  difficult
•   Motivated                    to achieve
•   More tolerant,             • Quits easily
    persistent
Gamification
Gaming mentality to encourage interaction
Top 4 Game Mechanics
According to Mcgonigal:
 • Urgent Optimism
 act immediately + reasonable hope for success =Extreme
 self motivation
 • Social Fabric
 we like people more after a game with them
 • Blissful Productivity
 become willing of doing hard, meaningful work
 • Epic Meaning
 inspiring missions, meaningful achievements
Rest of Game Mechanics:
•   Achievements
•   Appointments
•   Behavioral Momentum
•   Bonuses
•   Cascading Information Theory
•   Combos
•   Community Collaboration
•   Countdown
•   Discovery
•   Free Lunch
Rest of Game Mechanics:
•   Infinite Gameplay
•   Levels
•   Loss Aversion
•   Lottery
•   Ownership
•   Points
•   Progression
•   Quests
•   Reward Schedules
•   Status
•   Virality
Humana Games for
       Health (HG4H)
• “Make fun things healthy and healthy things fun”

• Use video games to keep your mind and body fit
The Horsepower
     Challenge by Humana
•   Every player = 1 horse
•   Group of players = Group of horses= 1 school bus
•   Every player = 1 chip for step counting
•   Goal : the team with the most steps
•   Steps = points = school bus decoration
The Horsepower
     Challenge by Humana
•   Positive competition / cooperation
•   Motivation to exercise
•   Rewarding / points decoration
•   Teamwork (learning to obey/lead)
•   Self-improvement
•   Using internet not only for unimportant things
The Horsepower
    Challenge by Humana
• School Competitions

• Steps got doubled from the first week

• Children started encouraging their families to
  exercise

• 95% of children :
“This is fun!”
.

• Game that evaluates the way of life

• Determination of “vitality age” - real age

• Goal = understanding the way that our habits really
  affect our health
.
• “Virtual Neighborhood” with medical/sport centers etc

• Information about illnesses/prevention

• “Room of relaxation”

• Recipes for healthy food

• Quizzes about health

• Online games with other
members
.

• Similar company to Humana

• “Plum” – mobile application about health

• The user sets some goals (quitting smoking etc) and
  completes levels

• If he cheats, he looses points/levels
#hillstudio




Αθηνά Καρακώστα      @athinaah
Παρασκευή Γεωργίου   @parigeorgiou
Μαρία Λουφαρδάκη     @mialouf
Ειρήνη Μαρτάκη       @eirinimartaki
Λίντα Μάτα           @linmata
Διδάσκοντες
Γιαννακέας Γιώργος

Δοξαράς Ιωάννης

Νεκτάριος Συλιγαρδάκης

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Gamification of health 2012 - hillstudio

  • 1. Εργαστήριο Διαφήμισης και Δημοσίων Σχέσεων Τμήμα Επικοινωνίας Μέσων και Πολιτισμού Πάντειο Πανεπιστήμιο Μάθημα : Social Media και Επιχειρηματικότητα
  • 2. Online Gaming • Free • Easy access • Socializing Facebook  game advantages  social network (eg. RestaurantCity, FarmVille, MafiaWars) • All ages • Both genders • According to Games.com  FarmVille = Best Social Networking Game of the year
  • 3. Social Games in our Lives • Not a bad habit because some people play games for a few weeks-then they get bored-they stop-start another. • Some others like gaming cause of their need to feel more confortable with themselves or to have some fun. • Games take your thoughts away from daily responsibilities - share common feelings with other gamers- communication. Something like listening to music or studying.
  • 4. The meaning of “gamification” • Gamification is the concept of applying game- design thinking to non-game applications to make them more fun and engaging.
  • 5. Why is gamification significant? • Goal  save the world (in game)  save the world (in reality) • to survive : 3 billion hours/w  20 billion hours/w • Motivations as in real life: collaborate, goal achievement, find the real meaning of overcoming obstacles • We feel better than reality, more confident
  • 6. Why is gamification significant? • We find out our true skills, what we really are capable of • Inspiring stories • We always get rewarded, if we win • Hundreds of ways to express ourselves (through emotions/face expressions)
  • 7. Express your feelings! Feel Free!
  • 8. Games vs Real Life Games Real Life • Best version of oneself • Need more confidence • Relaxed • Anxious • Constant trying • Loss  Overwhelmed • More optimistic • More pessimistic • Epic wins  a lot easier • Challenges  difficult • Motivated to achieve • More tolerant, • Quits easily persistent
  • 9. Gamification Gaming mentality to encourage interaction
  • 10. Top 4 Game Mechanics According to Mcgonigal: • Urgent Optimism act immediately + reasonable hope for success =Extreme self motivation • Social Fabric we like people more after a game with them • Blissful Productivity become willing of doing hard, meaningful work • Epic Meaning inspiring missions, meaningful achievements
  • 11. Rest of Game Mechanics: • Achievements • Appointments • Behavioral Momentum • Bonuses • Cascading Information Theory • Combos • Community Collaboration • Countdown • Discovery • Free Lunch
  • 12. Rest of Game Mechanics: • Infinite Gameplay • Levels • Loss Aversion • Lottery • Ownership • Points • Progression • Quests • Reward Schedules • Status • Virality
  • 13. Humana Games for Health (HG4H) • “Make fun things healthy and healthy things fun” • Use video games to keep your mind and body fit
  • 14. The Horsepower Challenge by Humana • Every player = 1 horse • Group of players = Group of horses= 1 school bus • Every player = 1 chip for step counting • Goal : the team with the most steps • Steps = points = school bus decoration
  • 15. The Horsepower Challenge by Humana • Positive competition / cooperation • Motivation to exercise • Rewarding / points decoration • Teamwork (learning to obey/lead) • Self-improvement • Using internet not only for unimportant things
  • 16. The Horsepower Challenge by Humana • School Competitions • Steps got doubled from the first week • Children started encouraging their families to exercise • 95% of children : “This is fun!”
  • 17. . • Game that evaluates the way of life • Determination of “vitality age” - real age • Goal = understanding the way that our habits really affect our health
  • 18. . • “Virtual Neighborhood” with medical/sport centers etc • Information about illnesses/prevention • “Room of relaxation” • Recipes for healthy food • Quizzes about health • Online games with other members
  • 19. . • Similar company to Humana • “Plum” – mobile application about health • The user sets some goals (quitting smoking etc) and completes levels • If he cheats, he looses points/levels
  • 20. #hillstudio Αθηνά Καρακώστα @athinaah Παρασκευή Γεωργίου @parigeorgiou Μαρία Λουφαρδάκη @mialouf Ειρήνη Μαρτάκη @eirinimartaki Λίντα Μάτα @linmata
  • 21. Διδάσκοντες Γιαννακέας Γιώργος Δοξαράς Ιωάννης Νεκτάριος Συλιγαρδάκης Λήδα Τσενέ- συντονίστρια Μπέτυ Τσαγκαρέστου υπεύθυνη εργαστηρίου